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adthrawn
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I have a few max files and a program to edit them with(GMAX). How can I convert these into .bin files and such to use for my TC? I have the link of the max file if you need it.

 

Links. Some of these aren't for this game.

++Republic Venator Star Destroyer

++Legacy ISD

++Republic Assault Ship

++Republic Cruiser

++Tri-Fighter

++Trade Federation Landing Craft

 

SWGB Models

++AT Driver

++Ackbar

++Clones

++AT-AT

++Droid Control Ship

Edited by adthrawn

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Try Mask's model importer tutorial. I've been using that in my ongoing quest to get a Bulwark Battlecruiser. While its true that they focus on building your own models, you can use the conversion topics in those tutorials to teach you about applying textures and stuff. To my knowledge, gmax cant import max files, so you should try using .3ds whenever possible.

 

Anyway, the skinny of it is downloading Mask's tutorials from the download section.

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The .bin files are only for the textures and originaly are bmp. Try Mask's frist tut since it explains all about how to prepare your files.

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I'm looking over the tut's now. I sent a pm to mask asking him to come here. You know it's not so much as converting it as it is extracting the x and bin files. Maybe I'll have the problem over today!

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The thing is that I don't hang around here enough to know all the people involved and what not. How bout you mad? You made that TFB ship. Have any advice for this matter?

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Okay let me explain.

Since you have GMax, you need to find a .3ds formated file to import. No once you have imported it you can modify it at will but to export it you must have the quake plugin installed so you can export to .md3 format. Once exported you can convert it to .3ds by using 3d exploration.

For you textures you save them as bmp in your painting program and then apply them using lithunwrap or your 3d prog(I prefer the second method).

Once they are applied convert the bmp to bin using the bmp converter.

Put the 3 .x and the 3 bin in a zip file and rename the extension to .rmd.

Your model is now ready to be installed using the model importer.

If you have any perticular question please ask.

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where can I find a quake plugin. I searched all over. And do you know of a program that can converet a max file to a 3ds file?

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.max is actually a 3ds max scene.

Its like if you were in GMax and selected File>Save but in that case it would save as a GMax scene.

If you which to import a Max scene to GMax you will first have to convert it to .3ds.

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More Problems. I can't find a converter and the CONV3DS doesn't work. Maybe someone here would like to do this because I am getting really pissed off. Oh, I found the tempest Gmax thing. It crashes every time I try to import a file.

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*sigh*

 

All these nice models, just after I got home and won't have the uni's internet connection for over two months.

 

Well, for the first two or three, I couldn't help you, even if I downloaded them at home. The thing is, that they are in version 7 and 6 of 3dsMax and I only have v5 :?

The Republic cruiser is available as a .3ds file, though. Maybe you could start with that one.

 

The conv3ds thingy is only intended to convert .3ds files into the .x format, btw. It wasn't too clear from your post, what you tried with it 8)

 

However, all these shiny scifi3d models you linked to, should have a very high amount of polygons, making the polycount unlikely to have Rebellion playable with even one of those ships :|

 

Take a deep breath, look over my tutorials, start with a few simple models and lastly, try making the models yourself with a lot less polygons, than the ones on scifi3d.

I know it's daunting at first glance, but you just need to give it a try. It's actually quite relaxing to model something :wink:

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So the game wouldn't be able to read the .x file anyway? Well.....I can give modeling a try but I don't have alot of time on my hands so I thought it would be better to just convert. Is there a way in GMAX to have the model have less polygons? I will look over your tutorials and keep screwing around with it.

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Well the game would show the model but would lag imensely. Seriously, the "reducing the amount of polygons" way is MUCH slower than the "lets sit down and concentrate on modelling a new ship" way.

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Not too mention that Rebellion wouldn't be able to show all the detail. Unfortunately, due to many short fallings in Rebellion it's very difficult to import any model straight into rebellion and have it run smoothly (due to higher poly counts) and then to look good ingame.

I've recently been re-working a model that was made for another game that had a lot of flaws once imported into Rebellion. It's been taking along time to fix, though it looks damn good in rebellion now (after hours, and hours of work :? ).

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Which model?

"Someday, somebody will best me. But it's not today, and it's not you"-DD

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