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Thread: Exporting a world from 3D Studio max

  1. #1
    Guest

    Exporting a world from 3D Studio max

    Hello everyone, I hope someone can answer this question that I ahve because it is really bothering me.

    I created this world for my game in 3d studio max but I'm not sure which file format i should export it as so that loading it in opengl wouldn't be that hard. If anyone knows which is the best file format to export it as that would be a great help. Thanx!!!!!

  2. #2
    spidey
    Guest

    Re: Exporting a world from 3D Studio max

    try this. it might help. i'm not too familiar with 3d studio max file formats though.
    http://nate.scuzzy.net/docs/ase/ http://nate.scuzzy.net/common/

  3. #3
    Member Newbie
    Join Date
    Apr 2001
    Location
    London,England
    Posts
    38

    Re: Exporting a world from 3D Studio max

    If you've drawn the world in 3ds max, the you'll probably need to do some sort of computation on it to make it feasible to display it in an opengl application. Personally, I draw levels in 3ds Max, export them as ASE files (file->export), then use a program I wrote to:

    1) split large meshes up into smaller objects
    2) split vertices to allow correct normal/texture coordinates for each point (3ds max doesn't really do this explicitly)
    3) calculate visibilty data - you can't just draw a 200,000 polygon level every frame and get a decent frame rate

  4. #4
    Junior Member Newbie
    Join Date
    Jul 2001
    Location
    Brazil
    Posts
    16

    Re: Exporting a world from 3D Studio max

    Hello,

    You can also write a plugin for max to export to a file format that your game will understand, or even more easier, lean the MAXScript utility (very easy, don't take more than half hour to understand) and create an export script. I did that, and was able to import textures, pre-calculated normals, all the complicated meshes. Just have to be careful, because the system coordinates of MAX are different from the opengl, but that is just a matter of inverting y and z coordinates...

    Bye,
    Matheus.

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