Export MAX -> DIF
by Ivan Mandzhukov · in Torque Game Engine · 03/30/2008 (8:02 am) · 3 replies
Hello,
I made this thread because i want to discuss with you the export process from 3ds max to *.dif
So far i've got an idea of the export process , I am using Deled 3d (with exporter for Torque) to achieve the a MAP file of the geometry from 3ds max. You know when we' got the map file we can easily export it to DIF usign Constructor or some of the map2dif converters. After all , when i export to map and import this map in constructor there are visible differences in position of the vertexes of the brushes from the original geometry in 3ds max. However i am doing this in 3ds max:
1. model everything in convex shapes(brushes).
2.apply textures and xform to the models so reset the rotation/scale.
3.export to *.3ds
4.import the *.3ds scene in Deled 3D.
5. Export to *.map.
6.Import the *.map in constructor to adjust the brushes type (detail, portal , etc...).
7.Export to *.dif
8. Test the dif in the engine.
Anyway there are differences in the vertex positions which are visible between the original geometry in 3ds max and the final DIF. The difference can be seen in constructor too (before to get the DIF file, immediately after importing the *.map).
So the goal is that i never get what i make in 3ds max to be the same in TGE(A). The ugly edge differences are visible in most of the cases. I want to hear any working process of obtaining DIF from 3ds max.
In addition i want to say also that i've tried to import in deled 3d an *.obj file of the scene from 3ds max instead of *.3ds. The results were worse.
P.S. probably most of you are going to tell me to use Quark , or Constructor or something different program , but i want to use 3ds max. Programs like Quark are almost useless in making complicated building and level, it's impossible to view what you are doing in the program.


I made this thread because i want to discuss with you the export process from 3ds max to *.dif
So far i've got an idea of the export process , I am using Deled 3d (with exporter for Torque) to achieve the a MAP file of the geometry from 3ds max. You know when we' got the map file we can easily export it to DIF usign Constructor or some of the map2dif converters. After all , when i export to map and import this map in constructor there are visible differences in position of the vertexes of the brushes from the original geometry in 3ds max. However i am doing this in 3ds max:
1. model everything in convex shapes(brushes).
2.apply textures and xform to the models so reset the rotation/scale.
3.export to *.3ds
4.import the *.3ds scene in Deled 3D.
5. Export to *.map.
6.Import the *.map in constructor to adjust the brushes type (detail, portal , etc...).
7.Export to *.dif
8. Test the dif in the engine.
Anyway there are differences in the vertex positions which are visible between the original geometry in 3ds max and the final DIF. The difference can be seen in constructor too (before to get the DIF file, immediately after importing the *.map).
So the goal is that i never get what i make in 3ds max to be the same in TGE(A). The ugly edge differences are visible in most of the cases. I want to hear any working process of obtaining DIF from 3ds max.
In addition i want to say also that i've tried to import in deled 3d an *.obj file of the scene from 3ds max instead of *.3ds. The results were worse.
P.S. probably most of you are going to tell me to use Quark , or Constructor or something different program , but i want to use 3ds max. Programs like Quark are almost useless in making complicated building and level, it's impossible to view what you are doing in the program.


#2
Special thanks to Ryan Mounts too!
03/31/2008 (10:43 am)
David , .... just awesome , great! finally decision of the problem, thank you so much (about Max2Ctor)Special thanks to Ryan Mounts too!
#3
but I personally hate any of them constructors,quark,radiant,3d world studio and whatever also. Sorry david but those programs take away the artistic quality achieved in max. i have no idea what type of art those other modders that you mentioned are churning out but i know one thing that if a third party program strips away any work that has been put into a 3d scene/prop/building then dont use it. Just because it has an easier integration process (constructor) doesnt mean it will take away the fact that it looks horrendous.
01/23/2009 (10:42 am)
Picasso the best all round option for ease of use is the polysoup colisionbut I personally hate any of them constructors,quark,radiant,3d world studio and whatever also. Sorry david but those programs take away the artistic quality achieved in max. i have no idea what type of art those other modders that you mentioned are churning out but i know one thing that if a third party program strips away any work that has been put into a 3d scene/prop/building then dont use it. Just because it has an easier integration process (constructor) doesnt mean it will take away the fact that it looks horrendous.
Associate David Montgomery-Blake
David MontgomeryBlake
Going from Max -> DIF is a horribly convoluted process, though, because of the means though which CSG geometry is processed and the prevalent modeling techniques taught (it has nothing to do with Max's ableness to create geometry that can be validly parsed).
Have you tried the Max2Ctor scripts? I don't use Max, but I do know that a number of people have had good luck getting stuff directly from Max into Constructor for export. That's only important if you want to use Constructor specific features like baking DTS objects into the map, though. But it is a strong option for Max users who do not want to use another program!
Nice write-up, BTW.