New 3D format in the works... 2004-04-22 - By Ted Southard
Back Actually, gMax is the Max version of gameSpace(or rather, gameSpace is the Caligari version of gMax, since gMax has been around for far longer). It was meant with game modders in mind, and has the renderer stripped out, along with a simplified Material Editor more suited towards game asset creation. In addition, there's developer support for game companies looking to use it for commercial use, or to distribute it as a modding tool.
Ted Southard DigitalFlux Entertainment, LLC Ted@(protected) http://www.DigitalFlux.com
-- -- Original Message -- -- From: "Rick Bolman" <RBolman@(protected)> To: <truespace@(protected)> Sent: Thursday, April 22, 2004 1:56 PM Subject: Re: [TSML] New 3D format in the works...
They kind of do have a learning version. It's called G-Max. And, just like all of the other learning versions, it doesn't use the commercial version file format.
As for rigs, I believe that you would have to re-create them in MAX.
Nub
-- --Original Message-- -- From: RorrKonn [mailto:rorrkonn@(protected)] Sent: Thursday, April 22, 2004 12:17 PM To: truespace@(protected) Subject: Re: [TSML] New 3D format in the works...
ok, I am starting to get how .max works. really wish Max would make a Learning Version. I do get you can't load a .max with out Max.
Can Max load a .cob,lwo,c4d mesh thats riged and use the rig in Max or would ya half to make a new Rig in Max ?
Thanks RorrKonn http://www.Atomic-3 (See http://mic-3.ora-code.com)D.com -- -- Original Message -- -- From: Rick Bolman To: truespace@(protected) Sent: Thursday, April 22, 2004 8:43 AM Subject: Re: [TSML] New 3D format in the works...
At a very simple level you can think of a .max as a .scn OR a .cob. At a bit more complex level you can think of a .max scene much like a database of objects, their locations, and their actions.
You are correct that you still need MAX to use the Polytrans, and RightHemisphere Deep Exploration export tool. MAX by itself doesn't really have that many export formats built into it. In fact, natively it doesn't even do .obj. You have to install a plug-in for it.
So, the way I get MAX files into tS is to launch MAX and export it to either .3ds, .dxf, or .obj. If you have the conversion pak for tS, .dwg works pretty well, too.
nub
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