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3ds Max Quake III MD3 Exporter Multi-Version Pack

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4 Screenshots

About This File

Exporters for the Quake III .MD3 model format.

 

This was a tag-team effort between DT85 and myself... and at times we called on outside experts to help us overcome some of our coding challenges.

 

3ds Max versions Supported:
**********************************
6 (32-bit)
7 (32-bit)
8 (32-bit)
9 (32-bit/64-bit)
2008 (32-bit/64-bit)
2009 (32-bit/64-bit)
2010 (32-bit/64-bit)
2011 (32-bit/64-bit)
2012 (32-bit/64-bit)
2013 (32-bit/64-bit)
2014 (64-bit)
2015 (64-bit)
2016 (64-bit)
2017 (64-bit)
2018 (64-bit)
2019 (64-bit)
2020 (64-bit)

 

For v2.3 features, installation and usage instructions please see the included readme_v2.3.pdf file.

 

Exporting Process:
**********************
- Make your model.
- Apply your texture using the 'standard' material only.
- Make sure your texture is in a 'models' folder (e.g.: models/map_objects/ships/ship.jpg ),
*** or alternatively name your material slots with the relative path and check "Use material name..." -- this new feature does not require a "models" folder in the path name.
- Make sure the destination folder has 'models' in it (e.g.: models/map_objects/ships ).
- Export it with 'Smart paths' checked and/or 'Use material name...'
- For a static model (no animation) just leave the default value of '0' in the 'frames' field.

 

Known Issues:
*****************
- None.

 

Credits:
*********
Pop'N'Fresh (original code)
DT (code enhancements)
Archangel35757 (code enhancements)

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS™ & © LUCASARTS ENTERTAINMENT COMPANY, LLC AND/OR ITS LICENSORS.


What's New in Version 03/29/2020 07:42 PM

Released

  • Added compiled versions for 3ds Max 2019 and 3ds Max 2020
  • See the detailed readme_v2.3.pdf file inside the zip archive.

User Feedback

Recommended Comments

@DT85 - Did you retain all of the changes I made? If so, then if "Smart Paths" is left unchecked it should still try to find the textures using the old-style material-slot name method, iirc. Great work! :winkthumb:

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One other note... if you set any normals as "Explicit" then they will retain the orientation for which you set them-- even during animation. So be mindful of this...

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Ok... there's nothing wrong with the final code I sent you. 

 

For that particular mesh object-- you assigned all faces to a single smooth group.  Therefore, there is only one smooth group that will result in 8 vertex normals.  Because there is only 1 smooth group there are ZERO additional vertexes created... thus +0 SmoothGroups.  This is correct behavior. 

 

Given this revelation I think the stats output needs a more understandable format... I've sent you revised code with a more understandable statistics output.  Sorry for the confusion.

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