max2map working properly
by John Deaver · in Torque Game Engine · 09/11/2001 (6:06 pm) · 45 replies
Thankfully this is working and I can create interiors in 3dsmax now. After doing some debug stepping through the plugin, I found the things to do.
First of all, you need to set some custom properties under File->properties. Click the custom tab and add these properties
Name Value Type
-----------------------------
wad wadname Text
geometry_scale 32 Text
lighting_scale 32 Text
ambient_color 0 0 0 Text
emergency_ambient_color 0 0 0 Text
wadname should not have leading path seperator \; I believe it doesn't matter at all unless you are going to use WC - map2dif gets raw textures.
Your material must be a standard material or multi subobject in max and it must have a bitmap type map. (Max bitmap that is; can be a .jpg, .png) The bitmap size must also be a power of 2.
There is a different object hierarchy setup for this vs exporting objects.
base01
+
start01
+
detail_1
+
meshsurface 1
A couple of things to note, in detail the _ is required or the exporter won't find it. For each detail_x node, a seperate .map file will be created. I'm totally new to mapping so any hints on why/what to do with multiple .maps are appreciated.
I exported to .map and ran map2dif to produce my .dif file and then coped the .map, .dif and texture.jpg into data\interiors\deaver. I am then able to add the interior via F11 editor. I was going to attach a screenshot but I realized nobody would be excited about the red box but me =)
First of all, you need to set some custom properties under File->properties. Click the custom tab and add these properties
Name Value Type
-----------------------------
wad wadname Text
geometry_scale 32 Text
lighting_scale 32 Text
ambient_color 0 0 0 Text
emergency_ambient_color 0 0 0 Text
wadname should not have leading path seperator \; I believe it doesn't matter at all unless you are going to use WC - map2dif gets raw textures.
Your material must be a standard material or multi subobject in max and it must have a bitmap type map. (Max bitmap that is; can be a .jpg, .png) The bitmap size must also be a power of 2.
There is a different object hierarchy setup for this vs exporting objects.
base01
+
start01
+
detail_1
+
meshsurface 1
A couple of things to note, in detail the _ is required or the exporter won't find it. For each detail_x node, a seperate .map file will be created. I'm totally new to mapping so any hints on why/what to do with multiple .maps are appreciated.
I exported to .map and ran map2dif to produce my .dif file and then coped the .map, .dif and texture.jpg into data\interiors\deaver. I am then able to add the interior via F11 editor. I was going to attach a screenshot but I realized nobody would be excited about the red box but me =)
About the author
#2
One question. What exactly do you use for creating the geometry to use with max2map? do you have to create everything with boxes (which is essentially what worldcraft does).
Phil.
09/12/2001 (9:39 am)
Nice work John..One question. What exactly do you use for creating the geometry to use with max2map? do you have to create everything with boxes (which is essentially what worldcraft does).
Phil.
#3
Nice work and a little step ahead in the understanding of the MAX2MAP exporter.
It would be fine to have a little example in MAX format to see exactly how it's done.
Semmes that your description of the hierarchie as been modified by the html format.
Could you send me an example.
Thanks
Daniel Diligent
09/12/2001 (11:18 pm)
Hello ;Nice work and a little step ahead in the understanding of the MAX2MAP exporter.
It would be fine to have a little example in MAX format to see exactly how it's done.
Semmes that your description of the hierarchie as been modified by the html format.
Could you send me an example.
Thanks
Daniel Diligent
#5
http://www.v12.barrysworld.net
I've been able to export spheres, etc so its not limited to boxes.
09/14/2001 (2:50 pm)
ok posted a quick download the .max, .map and .dif files here: http://www.v12.barrysworld.net
I've been able to export spheres, etc so its not limited to boxes.
#6
Can any of you guys confirm that this is the right URL of which to download max2map:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1156
John, is this where you got it?
I ask this because when I click the download link I get a Page not found thing. I know how limited worldcraft is and it would be so useful to make bases etc in 3dsmax. Thank you for your time.
09/15/2001 (11:21 pm)
Hello all.Can any of you guys confirm that this is the right URL of which to download max2map:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1156
John, is this where you got it?
I ask this because when I click the download link I get a Page not found thing. I know how limited worldcraft is and it would be so useful to make bases etc in 3dsmax. Thank you for your time.
#7
09/16/2001 (12:03 am)
John, thank you very much for the box.max. I have been able to get several shapes into the V12 editor after examining the heiarchy in your example map.
#8
can anyone send me the file or post a new link? Thanks :)
-Mark
11/26/2001 (6:39 am)
I get a 404 on http://www.v12.barrysworld.netcan anyone send me the file or post a new link? Thanks :)
-Mark
#9
Phil.
11/26/2001 (6:53 am)
Think barrysworld went under.. if you get a link/file please update the thread Mark? I could use an example myself.Phil.
#10
NAME
TYPE
VALUE
my question being should the entries be
wad
Text
wadname
or
wadname
Text
wad
Anyclues Anthony !!
11/26/2001 (8:29 am)
I was making adjusting for max 4(if it even works) but the fields are arranged as NAME
TYPE
VALUE
my question being should the entries be
wad
Text
wadname
or
wadname
Text
wad
Anyclues Anthony !!
#11
Anthony
11/26/2001 (8:36 am)
also will the lighting get exported also (like emergency ans pulse lighting) and for things like pulse lighting does there have to be an animation sequence for it?!?! will the textures need to be convered to .dif or does the exporter handle that. Just wanna figure this stuff out before the x-mas break!!Anthony
#12
Thnx in advance.
12/06/2001 (5:34 pm)
I believe http://www.v12.barrysworld.net/ is down atm, so can anyone who got the example upload it to somewhere else?Thnx in advance.
#13
wad
text
wadname
also, your second question is also interesting.
I also got a question:
I get an error while trying to export:
"Export Failed!
No details found to export"
which makes me thing I must make that detail thing you mention, but how? what is it? a box? a dummy? what?
btw, this is great, I was just thinking about posting a thread to ask how to get max2map to work. thnx
12/06/2001 (6:01 pm)
Anthony:wad
text
wadname
also, your second question is also interesting.
I also got a question:
I get an error while trying to export:
"Export Failed!
No details found to export"
which makes me thing I must make that detail thing you mention, but how? what is it? a box? a dummy? what?
btw, this is great, I was just thinking about posting a thread to ask how to get max2map to work. thnx
#14
Everything are dummies except the meshsurface stuff.
I got a box into worldcraft, but it didnt work with q3radiant, wonder why.
Also, I didnt try the map2dif.
Btw, is it possible to make maps with q3radiant/gtkradiant and export them to TGE without going through worlcraft?
12/06/2001 (6:58 pm)
Ok, I just found out how to do that.Everything are dummies except the meshsurface stuff.
I got a box into worldcraft, but it didnt work with q3radiant, wonder why.
Also, I didnt try the map2dif.
Btw, is it possible to make maps with q3radiant/gtkradiant and export them to TGE without going through worlcraft?
#15
No_Skillz@hotmail.com
Thanx! :)
12/17/2001 (10:11 am)
can someone send me an example file? it'll be much easier to just take a look at the example file then describing how to get the whole thing to work. Appreciated if anyone could send it to No_Skillz@hotmail.com
Thanx! :)
#16
I tried the suggestion from the first message in this thread (ie. I used map2dif and converted the .map file for viewing in V12's mission editor.) Unfortunately, I have no idea how to use the mission editor. For example, when I try "Import," I can't seem to go to the directory the .dif file is in.
-Joseph Hocking
http://www.3darteest.com
01/10/2002 (7:19 am)
How can I view my exported .map file? I did everything specified above, and the export went fine. Or rather, presumably it worked fine; there was no error message, and a .map file was created.I tried the suggestion from the first message in this thread (ie. I used map2dif and converted the .map file for viewing in V12's mission editor.) Unfortunately, I have no idea how to use the mission editor. For example, when I try "Import," I can't seem to go to the directory the .dif file is in.
-Joseph Hocking
http://www.3darteest.com
#18
03/20/2002 (8:30 am)
Is max2map working for both 3.1 and 4 ??
#19
My sense is that this just isn't working the way it ought to be, and that no one is in a position to take it on in the way that Dave stepped up and tackled Lightwave exporting. Exporting cubes and other basic shapes indicates that it works on some level, but if we wanted to be working with a limited geomteric palette we could use worldcraft - which my level designer is begrudglingly doing.
If my current batch of Help Wanteds and cold calling here doesn't pan out, then I'll be forced to seek real world talent to assess/address this need.
03/20/2002 (8:48 am)
It would be great to get some definitive word on this. After a couple of good natured inquiries, I've posted a feisty message, and e-mailed HQ to no avail. My sense is that this just isn't working the way it ought to be, and that no one is in a position to take it on in the way that Dave stepped up and tackled Lightwave exporting. Exporting cubes and other basic shapes indicates that it works on some level, but if we wanted to be working with a limited geomteric palette we could use worldcraft - which my level designer is begrudglingly doing.
If my current batch of Help Wanteds and cold calling here doesn't pan out, then I'll be forced to seek real world talent to assess/address this need.
#20
Its not that I dont like worldcraft or QuArK, its just far more efficient for our level designers to use a better tool, than to learn a new one.
03/20/2002 (9:42 am)
I agree that there needs to be some definative answer here. I do know that Gmax can export the quake3 *.map file format with the "tempest" gamepak.Its not that I dont like worldcraft or QuArK, its just far more efficient for our level designers to use a better tool, than to learn a new one.
Torque Owner Gordon West (ToKrZ)
Ive loked around and couldnt find it only talk of it on the wc hl forums..
many thankx