Game Development Community

Convert file FROM Torque Constructor to 3ds Max and not TO

by KQswst104 · in Artist Corner · 05/10/2009 (10:39 pm) · 5 replies

Is there any way to convert Torque Constructor .dif files to .max files? I've found lots of things on converting max to dif but not the other way around.

#1
05/11/2009 (2:55 am)
..the dif format exists to protect the file source. If you have a .map or .csx, then I can explain some steps to get the geometry over to Max but .dif to .max is not currently possible with a public app, afaik. This is not to say it is impossible because you can obviously write your own plugin.
#2
05/11/2009 (7:12 am)
There is a Map23DS.exe converter out on the web that will export a .map format into a .3ds format which can be opened in pretty much any half ass 3D application. Though it should be noted that each brush is exported as its own geometric shape so there is a bit of cleanup and optimization needed if you really want to use the model.
#3
05/11/2009 (9:10 am)
GTKRadiant 1.5 has a plugin for OBJ export with the option for materials to be ignored. It will give you a mostly optimized OBJ export by removing unwanted faces. However, the only issue with it is the vertex ordering but that is easily fixed with flipping-normals/unify or reversing vertex order in your cad app.

The map23DS sounds nicer for some things and the OBJ exporter sounds nicer for some things. ..be aware of the GTKradiant licensing.

IIRC, blender has a .map importer.

#4
05/11/2009 (1:27 pm)
how could I do it with a .csx file? I actually meant to say that id like to convert any file type from torque to max and not just dif files.
#5
05/11/2009 (2:11 pm)
open the csx in constructor and save it out as a .map...then use one of our suggestions.
**Backup your work before attempting what I mention below**
//
If you choose the Radiant way...and this may be true for the app Logan mentioned as well, remove the "[" and "]" brackets throughout the constructor-.map-file and the last 3 numbers on each line within the clamps containing brush data...which I assume to always be "1 1 0" but I could be wrong. A simple search and replace should do it. Your .map should load into Radiant 1.5 after that.
Then you can export to OBJ through the plugin panel.