Need a little help from anyone with 3DMax

Ok, I am working now on two things - resized planets and mining facilities. However, if I try to import a brand new sphere model for my planets, I get weird results, the entire planet is a pulsing blue shade. Tried pretty much everything, but if anyone has succeeded in planting a resized planet ingame, let me know how you did it.

The best thing is, I managed to do it once, but have forgotten since what it was I did. :p

The other thing is, I need the vanilla asteroid mesh for size reference. More than that, as my mining "facility" is actually gripping the asteroid with huge limbs, so I need to pose them correctly, and I'd hate to do it via trial-and-error method. Unfortunately, the only way I know to export sins meshes into a readable format in XSI is via the unofficial plugin for 3DMax, which I haven't got... so if anyone's got five minutes spare, could you please send me the mesh in .obj format to [email protected], I'd be much obliged.

4,234 views 9 replies
Reply #1 Top

I have the plugin Mansh00ter, I cant say I have any experiences with planets but I should be able to sort you out with an asteroid mesh converted to .obj

Give me the name of the mesh file you want and I'll see if I can convert it tomorrow.

Reply #2 Top

what version of max are you using man?
Max has support for OBJ

Reply #3 Top

A bit off topic, but I've had horrid experiance in using obj as a filetype to move objects between different versions of 3dmax and maya.

In fact, I've lost dozens of hours of work due to complications with the obj file type when modeling for wc3.

Near the end fo it all, I found out dae is excellent for cross-platform and cross-version exportation/importation.

Reply #4 Top

does Blender transfer meshes to this engine?

Reply #5 Top

I dont think Blender can do so directly you need the 3DSmax plugin or the official tool to convert an XSI.

Reply #6 Top

A little update - since there are mutliple asteroid meshes I don't really want to bother you with those, I can simply use on-the-fly resizing and posturing to get the model to fit. But if you could send me the vanilla planet model, say Planet_Terran_0.mesh in .obj format that would be great. That way I can analyze it and see if my own models are missing something. An since all planets essentially use the same mesh with different skins, once I figure one out, I figure them all out. :)

Reply #7 Top

Quoting Windexglow, reply 3
A bit off topic, but I've had horrid experiance in using obj as a filetype to move objects between different versions of 3dmax and maya.

In fact, I've lost dozens of hours of work due to complications with the obj file type when modeling for wc3.

Near the end fo it all, I found out dae is excellent for cross-platform and cross-version exportation/importation.
End of Windexglow's quote

 

It's probably just you using the wrong settings, I've never had any issues with obj formats.  Max is a little stupid when it comes to exporting to other packages.  If you have a new enough version of max, there is a program free off of softimages website that should install an exporter for max.  It's called crosswalk, look it up

Reply #9 Top

It turns out the planet sphere is constructed in a very specific way, with no quads whatsoever, and split edges along polar and longitudinal seam (though that's maybe for meshwalk UV mapping). I'll try resizing and using this model, it may just work. Thanks again! :)