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Gmax1.2 Source Conversion to Blender

Milton_Shupe

Resource contributor
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us-newmexico
Having completed the B-26B Martin Marauder project, I am making the gmax source available for those who want to mod it for a different version, or do an FSX/P3D native project.

I have a Blender user who wishes to mod it for a short-wing version. We are however having trouble getting a good conversion. Best results have been with converting the .mdl file using mdlconverterx but that still leaves a bunch of animated parts out in left field.

Is there a process available to get gmax 1.2 source to Blender while maintaining much of the project's properties, animations, mapping, etc.

I am attaching my gmax source and the .mdl file here for anyone who has the tools and would like to give it a go. Or, if you would like to use this to create a native FSX/P3D project, that is fine too.

Thanks for any insight or help you can give us. It is greatly appreciated.

EDIT: Will have to post the .mdl file separately due to size I guess.
 

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Hi Mr. Shupe

AFAIK the only way to export directly from Gmax is by saving project parts in 3ds format; however, I don't know if Blender is able to import such files. Unfortunately, this method doesn't support animations; only UV layouts. Perhaps another way, would be exporting the "X" files using "middleman"; nevertheless, this method makes editing files in a 3D software... complicated.

On the other hand, this lovely aircraft of yours, is available in any major Flight Simulator addon website?
Looking forward to fly her!

Thank you.
All the best,
Sergio.
:wave:
 
Thank you Sergio. I can export as MD3 or P3D Plasma, but Lithunwrap will not import it as it has 71000+ vertices. I also have the .x directx file but not sure what to do with that. I tried the .obj exporter before and that did not work very well.

The release is a Beta level Painters/Builders release, a community project where I supplied a complete model, animated, mapped exterior and interior with good reference info on interior areas, a custom FSX and FS9 flight model by Tom Falley, a very basic 2D panel, VC panel and custom gauges from my inventory of WWII era, effects, and documentation. I released it to the community to texture the exterior, interior, panel, alter gauges any way they wish, add sounds, and any other mods they like and release as they wish, adhering to appropriate freeware and copyright obligations.

Since it is in beta release, it is only available at the moment at Sim-outhouse:

http://www.sim-outhouse.com/sohforums/local_links.php?linkid=22528&catid=205
 

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  • previewFSX (Large).jpg
    previewFSX (Large).jpg
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An export to OBJ is probably the best. I would mind taking a look at a .obj export. I'm pretty familiar with manipulating many various formats in Blender.

- Joseph
 
Joseph, thank you very much. Matt will post here in the morning so we can find out exactly what version of Blender he has.
 
I exported modified versions of some of my models to an RC sim called Flying Model Simulator some time ago, I just used mdlcommander/middleman to save the x files. It didn't work. Being the tinkerer that I am, I decided to open up some of the sim's default models in notepad and compare them to the models I had exported. If I remember correctly, the only real difference between FS x files and "normal" x files is the material settings. I got rid of the FS-specific stuff, saved, and then the models worked fine in FMS.

Models in that sim weren't animated, and were limited to a single material, but the basic process worked. I'm fuzzy on the details, but someone smarter than me could probably figure it out and write an app to turn an FS x file into one that could be imported into something else. Could this be a pathway to getting things out of GMax with animations intact?
 
Exporting in OBJ format from MCX is the only solution since it retains the UVW mapping.

Assuming that the result is to be a non-FS9 model (does Blender/newer 3ds Max even have an exporter for that format?), the workflow is something like this:
- Export exterior model from MCX in OBJ format
- Import into other modeling tool, try to pick suitable import options (especially regarding object orientation)
- Separate parts from material-specific clumps
- Vertex weld and smooth each part
- Recreate FSX compliant materials and assign them to each part
- Recreate animations for all animated parts
- Test export the model to review results and make adjustments.
- Rinse and repeat the process for the virtual cockpit model

With some experience and a not too complex model, we're talking about something like eight to ten hours of work for both models just to get it where it was when it was loaded into MCX.
 
(does Blender/newer 3ds Max even have an exporter for that format?

Yes, 3ds max has this exporter and at least in the version 2010 you can export the *.obj models/parts targeting to Blender directly:
3ds_max_OBJ_export_dialog_box.jpg


As you said, options must be tested.
 
If you have access to Max and get the model into Max from Gmax - there are two routes I know of other than .3ds or .obj - you can export as FBX to Blender. My Max 2008 exports as .fbx 6100 and Blender expects .fbx 7100 or newer, but there's an FBX converter from Autodesk (free) which will update an .fbx file as needed. Animations are the usual sticking point, but mapping and hierarchy should be preserved.

Time is tight these days or I'd have a bash myself. :(
 
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Yes, 3ds max has this exporter and at least in the version 2010 you can export the *.obj models/parts targeting to Blender directly:
...

As you said, options must be tested.

Importer...I meant importer.
 
In the case of the B-26 Marauder, there are probably 80-85 animated parts. But, remapping 900 parts may also be a challenge.
 
@Mr. Shupe
"Still hacking away..." Sure you do dear Sr.; wisdom comes with experience and you have a lot of both. ;)

Greetings,
Sergio.
 
Arno tried to get the MDL to 3DS to GMAX/Max animations to transfer. He said it was just too hard, which means impossible for just about anyone...
 
Why not open the model in ModelConverterX (the MDL file) then export as an OBJ and import that into Blender?
* You will have to recreate the Materials
* You will have to redo the animations
But you will have it in Blender right now, and can start getting everything sorted.


The question is, can MCX open a FS9 file. Can you export it as FSX format, then open in MCX and export to OBJ?

Everyone has tried getting Gmax into Max or getting Gmax to export in something useable. Not even the team leader from Gmax at the original studio could do it. At least that is what he told me.

Bill
LHC
 
Everyone has tried getting Gmax into Max or getting Gmax to export in something useable. Not even the team leader from Gmax at the original studio could do it. At least that is what he told me.

In the Resources section are two tools which are meant to do this very job. FFG is a script-based tool set which gets a Gmax model into Max but can't handle animations reliably but will cope with FS9 materials. Mapping, object names and hierarchy are retained in full. 3ds-Max Gmax Bridge is another maxscript tool which apparently can get a model into Max with the animations. I haven't used it myself, but I had a hand in developing FFG and have had happy results with that. (even got a model converted to Max for a payware developer...)

When I get the mapping of my current project out of the way I'm going to move Milton's fine model to Max and out to Blender via FBX export. I've already tried an existing Max model and it showed up in Blender without too many weirdnesses.
 
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