Game Development Community

Is it possible to make interiors in 3dsmax?

by Sam M · in Torque Game Engine · 04/02/2005 (2:40 pm) · 14 replies

I'm wondering if there's a way to make the interior files for torque using 3ds max, I pretty much despise quark but from what i can tell 3ds max pretty much has the same lighting features as quark. Anyone know anything?

(I'm using 3ds max 6)

#1
04/03/2005 (7:54 am)
This has been asked several times. The last one by myself :P. Do a search on the forums.

QUICK ANSWER: Use the Game Level Builder plugin in Max to export correctly to a .map file, and then use map2dif.

Game Level Builder: http://www.maple3d.com/GLB3Page.htm
#2
04/03/2005 (9:51 am)
Great, thanks. But i've heard the map2dif exporters are buggy, where can i find one that's reliable?
#3
04/03/2005 (10:08 am)
It's max2map the exporter that is buggy, I think map2dif works ok. The GLB plugin has it's own map exporter.
#4
04/03/2005 (10:11 am)
Great, thanks. But i've heard the map2dif exporters are buggy, where can i find one that's reliable?
#5
04/03/2005 (10:13 am)
Cool, sorry about that double post, don't know what happened. Anyway thanks alot. just one last question, the GLB let's you put in light sources right?
#6
04/03/2005 (10:58 am)
Alright i can, thanks alot again, this is perfect.
#7
04/03/2005 (4:46 pm)
After trying this out i have to say this freakin so much better than quark.
#8
04/03/2005 (6:07 pm)
Hi Sam, Guys, I'm using the gmax and glb2.2 versions, found it much faster making the interiors and then putting the textures in QuArk.

However, I'm not very sure about the licensing of Gmax, I looked at the TurboSquid's site about licensing of Gmax, but there is no statement there that I can use the result of what i have created in gmax for commercial game. Does anyone using my setup also?

thanks
#9
04/03/2005 (6:23 pm)
Sorry man, i'm using max 6, quick question, when you make your interiors, is there a specific way you open them in quark? i opened it and i couldn't see anything in the main display, after i selected all of the objects and gave them a texture i could see it, but when i exported it for torque there aren't any textures, the door i made using GLB is instead blocking the way, and the insides of the building are transparent.

As for GMax, i'd assume if they didn't mention anything about it they don't have a problem, e-mail them about it if you're not 100% sure.
#10
04/04/2005 (7:54 am)
Discreet's position is that you need a license to use gmax to work on commercial games. It's a very expensive license.
#11
04/04/2005 (8:11 am)
According to Brian Rammage, somewhere in the future there is planned support for multitexturing with regular DTS type meshes in TSE. But at the moment the ability to create levels in torque with a 3D app is pretty limiting as the engine isn't currently designed to work that way.

I think it must have been about 2001 when I was thinking of getting Gmax licences for level builders at my old place of work, rather than purchasing 4 new copies of 3dsmax 4. At the time it was about $10,000 to get a developer licence that would allow you to use Gmax and integrate it into your game (per title)

Maybe things have come down in price now, but in the end we just settled with regular 3dsmax despite it being overkill for a lot of our needs.
#12
04/04/2005 (11:35 pm)
@Sam, after exporting to .map from gmax, i just open the file directly from the menu. Nothing special done. I can see my interior objects even without the texture. After texturing it from quark, i successfully run the map2dif without any problem. Firing it inside torque is no problem at all. I'm using Quark 6.4 alpha, and the map2dif from Desmond Fletcher's Tutorial site for QuArk.

@Mark, Adrian, thanks for the info. If Discreet haven't change their Licensing model, $10,000 is outrageous for small time developer like me. I'm so sorry for myself, I find gmax and GLB a very nice combination in making interiors. Maybe I have to wait then for GG's Torque Constructor or just get Cartography Shop after all.
#13
04/17/2005 (6:13 am)
The gmax license is for the developer only. It allows integrating it into the game so users can mod it. There is no license needed for users to mod the game with gmax after it has shipped.
#14
04/18/2005 (1:49 am)
@neo So, it is Michael Little of Maple3D who paid that development fee? but torque is not gmax moddable game. It just the help of the GLB that we can make an interiors we can use in torque, and since GLB2.2 is free does it mean that Maple3D shouldered the fee? Im just curious, because I already like GLB and Gmax combination.