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Technical Support The 3Dsmax Files


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I was doing a bit of research on how to create the w3d files we need to change the art in the game and I was watching a video on it and noticed 3dsmax 8 natively supports .w3d files and creates and saves them from a menu.

I also reread the forum posts from a different website and it says w3d support was dropped in 3dsmax 9 and newer.

If anyone has a copy of 3dsmax 8 they do not need or can verify that it supports .w3d files natively please respond to this thread.
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coolmax will not export from what I've seen. And it's the one I use for importing the models again I can't get it to export as a w3d thats where the 3dsmax 8 comes in if what i saw and read online is right we can't export w3d files.. I'm working on it..
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ok.. After missing the 3ds Posts for a while i thought Id give you all some help :D

You NEED max 8 for the following to work.

[url="http://www.net-7.org/shaddex/3dsMax8_W3D.rar"]http://www.net-7.org/shaddex/3dsMax8_W3D.rar[/url]

Download that and extract into your 3ds Max 8 Folder.

To get the link into your File menu :-[list=1]
[*]Open MAX.
[*]Goto "Customize"
[*]Then "Customize User Interface"
[*]Now select the "Menus" Tab.
[*]Under "Catagory" select "W3D Importer"
[*]On the RIGHT of the dialog box, Open the "File" tree
[*]Drag the "Coolmax W3d Importer" to the Right side in between Export and Import.
[/list]
When you are ready to export, "File", "Export" then select W3D Asset. DO NOT PICK SHOCKWAVE !!!

All done.
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Please note that EnB Uses H-LOD Meshes. Meaning Hierarchical Level of Detail.
This means that the w3d you Import will have 4 meshes PER item in the scene.
Each of these meshes will be slightly more detailed than the next. 0 being the highest poly count (detailed)

So if you are creating a NEW mesh, you will need to create 4 different meshes with different levels of detail.
(Using W3D Tools under your Utilities tab) You will need to set the lowest level mesh as NULL (Lod)

Once you have the mesh looking good, you need to change your TGA for a DDS. (Program from Nvidia for Photoshop) as the Client looks for DDS's and not TGA's or other image types you have used.

Export W3D as Hierarchy Mesh.

Test with W3D Viewer pressing [ or ] will raise and lower the HLOD mesh details etc.
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I get to have fun with this now

[url="http://planetcnc.gamespy.com/fms/Download.php?id=16484"]http://planetcnc.gam...ad.php?id=16484[/url]
[url="http://planetcnc.gamespy.com/View.php?id=407&view=Renegade.Detail"]http://planetcnc.gam...Renegade.Detail[/url]

http://planetcnc.gamespy.com/View.php?view=Renegade.List&category_select_id=20

Page I found the w3d files at.

You might like this I get an error in 3dsmax 2013 32bit with this but it shows export to w3d files in the import/export in 3dsmax 2008

Might make peoples days much easier.

Darkk this is the problem I was running into with 3dsmax 2013 this makes it possible to build models in 3dsmax and make them useable by e&b.
Importing is easy i posted that method in the first discussion about this subject.
Exporting thats been the problem and saving in a format gmax/renx can use was damned difficult this solved the problem if you have 3dsmax 8 Edited by Tradermagoo
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Exporting the models was never an issue. Getting them to export correctly for the client is the issue.

I've got plenty of self made w3d files that show in w3d viewer perfectly just like the game w3ds do, but the client won't load them.
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I wonder if it's a programing issue and the games engine was changed enough that it wont read w3d files from other games..

Shaddex you are the dude on this have you you tried importing a file from say c&c renegades and seeing if it'll post in the game?

I wonder is EA or westwood changed the engine a little and it's all imcompatible? with previous games ( the w3d files in the game wont post for me in renegade tools from weswood)

Any thoughts on that?
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I believe that the different games used a slightly different GFX Engine.
EnB and Renegade used the W3d engine where as the releases after used a modified SAGE engine.

So looks like you cant use C&C w3d's directly with the game without first modifying them a little.
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