GMAX TO XSI

Convert from GMAX to XSI

Greenheart, March.19.2004

Exporting to XSI:

Step 1: After you finish making a model in gmax, rotate the model -90 degress on the x axes so that it will be rotated in correct position after its converted to xsi.

Step 2: Select all Objects, then goto Utilities - Reset Xform -Reset Selected.
(Note: If any object Turned inside out select that object & apply the Normal Modifier - Flip Normals to correct problem).

Step 3: Select each object one at a time & collapse the stack.
(Right click the list of modifiers used to collapse the stacks.)
Step 4: Save a copy under new name.

( Required to install the only Export Plugin from the tempest pack for Quake 3 before you can export anything).

Step 5: Goto File-Export, select a location, file name, & MD3 under save as type. Then Click Save.

Step 6: Export MD3 Beta 5 by Pop N Fresh. Enter the following values & leave the rest alone. Below: 0 = (Number Zero)

The Following Frames: 0 (Number Zero)

uncheck Show Warning Dialogs to ignore UVW error Message for everyobject.

Note if you have already uvw mapped the model in gmax & have 3D exploration you may use 3D Exploration to apply the materials & convert to X format. Turn off the option "Add Top Level Frame" or else the last frame in the file will be missing.

LithUnWrap:
Step 7: Import MD3 Into LithUnWrap & UVW Map the entire model.

Step 8: Apply Materials Using LithUnWrap & save your work.

Step 9: Export to x format

Step 10: Copy x file to x2xsi directory.

Step 11: Open X2XSI & select File to convert to xsi,then hit Convert.

Step 12: Close X2XSI.

Step 13: Open the New XSI File that was generated by X2XSI Program using notepad.

Step 14: remove the following stuff that was left over from the X format & Save file.


template FrameTransformMatrix { 
 
Matrix4x4 frameMatrix; 
} 

template Frame { 
<3D82AB46-62DA-11cf-AB39-0020AF71E433> 
[...] 
} 
template FloatKeys { 
<10DD46A9-775B-11cf-8F52-0040333594A3> 
DWORD nValues; 
array FLOAT values[nValues]; 
} 

template TimedFloatKeys { 
 
DWORD time; 
FloatKeys tfkeys; 
} 

template AnimationKey { 
<10DD46A8-775B-11cf-8F52-0040333594A3> 
DWORD keyType; 
DWORD nKeys; 
array TimedFloatKeys keys[nKeys]; 
} 

template AnimationOptions { 
 
DWORD openclosed; 
DWORD positionquality; 
} 

template Animation { 
<3D82AB4F-62DA-11cf-AB39-0020AF71E433> 
[...] 
} 

template AnimationSet { 
<3D82AB50-62DA-11cf-AB39-0020AF71E433> 
[Animation] 

Step 15: Use either 3D Exploration or Thread to view how the objects are linked. You may need to notepad to copy\paste objects & add\remove } to change the structure of how the objects are linked. (Note: Please refer to defalt xsi files to see how they are setup for certain classes).

Each object starts with the following information: Note: ObjectName will be different for different objects.

(Note: 3D Exploration May report Complentary or Frame Errors to help you add the correct amount of } at the end of the file.)


Frame ObjectName { 
FrameTransformMatrix { 
1.000000,0.000000,0.000000,0.000000, 
0.000000,1.000000,0.000000,0.000000, 
0.000000,0.000000,1.000000,0.000000, 
0.000000,0.000000,0.000000,1.000000;; 

Step 16: Save File & create a new odf file to go along with it, then drop the files into the addon folder. (Note: Moders please remember to distribute the msh file with the mod's since battlezone II has managed to created different msh files from the same exact xsi file. Including the msh file will avoid people from getting bad assets.

Step 17: Enjoy your new model!

( Note: if your UVW Mapping is messup on any object that means your uvw mapping might of gotten corrupted or wasn't UVW Mapped correctly. Redo the UVW Mapping for that object.

FAQ:

Question #1: my models isn't rotated correctly after i finally get it into the game.

Answer: Each Format causes the model to be rotated. Re-Rotate the entire model in gmax then repeated Step 2- 17.

Question #2: My model don't work like it should in the game.

Answer: You may need to rearrange the object into a certain order using Copy & paste method. then link them up to other objects correctly. 3D Exploration & Thread might show how the objects are linked up.

Question #3: How can i be sure that the model isn't too small to see or too huge to cause the game to av.

Answer: i recommend importing an object that is already in the game to scale your bridge to proper size.

Question #4: Is there some sort of vertical\polygon limit for bz2?

Answer: Yes, there is a limit to how much you use on a model & will should cause the game to av. I Recommend that any ship should have a polycount limit of 1-800, Buildings: 1-1500,Props Should be kept to a minimal. Also Recommended using lod files for anything over 500 poly when possible.

Question #5: After i converted my model to xsi i notice the last object is missing the frame info. What can be done about this?

Answer: Copy & paste the info from another object & Next time don't use 3D Exploration's X Format option "Add Top Level Frame". (Uncheck that option & eveything should be fine).

Question #6: Gmax Reports UVW Errors on all the objects that i've UVW Mapped & Applyied a material to.

Answer: The Defalt Plugin Reports some False Errors & sometimes does screwup the uvw mapping when exporting out of gmax & this is why i recommend using LithUnWrap to UVW Map the model. You may use google to find an update plugin. (i would have provided a link to the one i downloaded except that the website went offline just after i finished downloading it. (ExportMD3_gmax_beta1.zip)

List of Programs: All are free Except for 3D Exploration.

Gmax

XnView

X2XSI

LithUnwrap

3D Exploration(Not Free)