Author Topic: Warhammer 40k  (Read 1875 times)

Legacy_Raven_Xantrice

  • Full Member
  • ***
  • Posts: 151
  • Karma: +0/-0
Warhammer 40k
« Reply #15 on: August 24, 2011, 05:16:48 pm »


               I have a .x file extension, can open with blender and edit, but not to export as a file that gmax like. But the second problem, not much idea of modeling and texturing. I have everthing I need now except that I can export to a format that gmax (with NwMax) like and the know-how. '<img'>

img17.imageshack.us/img17/8895/firsttry000.jpg
               
               

               


                     Modifié par Raven_Xantrice, 24 août 2011 - 04:24 .
                     
                  


            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Warhammer 40k
« Reply #16 on: August 24, 2011, 06:01:11 pm »


               

Raven_Xantrice wrote...
I have a .x file extension, can open with blender and edit, but not to export as a file that gmax like. But the second problem, not much idea of modeling and texturing. I have everthing I need now except that I can export to a format that gmax (with NwMax) like and the know-how. '<img'>

Good- so at least you can get it from DoW to Blender.  You have to find a format that is shared between Blender and GMax.  There are a few ways to do this.

Probably the easiest way is to look at this list of import plugins/scripts for GMax.  Find a script that works to import from (whatever) format into GMax and then find an export script for Blender that exports to that format.

That should be the easiest way to acheive your goal.  If you choose the MD3 format, you can find some more information about using it here.  That page is focused on moving files from GMax into 3DS Max but I believe the Tempest plugin for GMax (which uses the MD3 model format) allows you to import and export MD3 with GMax.
               
               

               


                     Modifié par OldTimeRadio, 24 août 2011 - 05:03 .
                     
                  


            

Legacy_Ork_horC

  • Newbie
  • *
  • Posts: 11
  • Karma: +0/-0
Warhammer 40k
« Reply #17 on: August 25, 2011, 04:48:22 am »


               If all works out and you manage to get a model successfully converted and imported into NWN, I'd be more than willing to help you out with whatever else you need ripped Raven, as they'd undoubtedly include the same models I'm looking for and would save us a lot of time. I just can't really help with the process of finding the right way 'to' do it, but thankfully we have experts here like WebShaman and OldTimeRadio who can help map out what exactly we need and how to do it.
               
               

               
            

Legacy_Raven_Xantrice

  • Full Member
  • ***
  • Posts: 151
  • Karma: +0/-0
Warhammer 40k
« Reply #18 on: August 25, 2011, 03:00:49 pm »


               Yepp think so too, time to say thank you for the help and helping links! '<img'>

Edit: Blender don't want to export: 3ds: "This Script requires a full python installation" or all other in console "Import Error: "No module named ***" *** = os or struct and so one! Please help!
               
               

               


                     Modifié par Raven_Xantrice, 25 août 2011 - 02:18 .
                     
                  


            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Warhammer 40k
« Reply #19 on: August 25, 2011, 05:14:18 pm »


               Man, having a copy of Max comes in handy!  You might qualify for a discounted edition, you know.

Here are two options.  This first one might be quicker but I don't like it as much:

OBJ - Here is an Obj importer that should work- I used this years ago, I believe.  Read the readme file that comes with it to understand what its limitations are, how to install it and how to use it.  Either use native .OBJ exporting in Blender or try this script, if not.

You're going to have to redo smoothing groups on import, probably, but that's not such a huge deal.  

This is sort of like a scavenger hunt and there is more than one way to do things.  Just because one way doesn't work, don't get discouraged.  When you find a way that does work, stick with it and keep good notes.  If the OBJ route doesn't work for you, give a shot to the NIF format:

NIF  -
Blender: Info, Plugin
GMax: Info, Plugin (look in the archive for the folder labeled gmax-1.2-plugins-3.4.2

And as a bonus, you'll then be able to load Fallout 3, Oblivion, etc. models directly into GMax.  The NIF plugin for GMax was created by the legendary Tazpn. 
               
               

               
            

Legacy_Raven_Xantrice

  • Full Member
  • ***
  • Posts: 151
  • Karma: +0/-0
Warhammer 40k
« Reply #20 on: August 28, 2011, 05:44:12 pm »


               Okay, I was travelled for the weekend, but now I have the Model as 3ds File be able to open in gmax, now I have to try get a texture for this (have the orginal texture but don't know if that works so like I want and then I shure have to make animation or can I copy from a standard animation? Don't know anything about this!
Regards and thanks for help!
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Warhammer 40k
« Reply #21 on: August 28, 2011, 07:25:30 pm »


               

Raven_Xantrice wrote...
Okay, I was travelled for the weekend, but now I have the Model as 3ds File be able to open in gmax...

What was the method which finally worked for you- which file format?

...now I have to try get a texture for this (have the orginal texture but don't know if that works so like I want...

What format are the original textures in?  If they're in DDS format, it's going to be the standard DDS format, not the BioWare DDS format.  So you'll need to convert those DDS formats to TGA, then to NWN DDS.  You could leave them as TGA (once you've converted them) if you like, but the BioWare DDS format will compress them and they'll look good without taking up as much resources as a TGA would.

If the original textures are in DDS format, I highly recommend DDS Converter 2.1.  To convert the images to BioWare DDS format, I also recommend this utility, from BioWare.  The link to the BioWare utility goes to the NWVault, so if you have problems with the page loading (they are doing maintenance on the NWVault) keep refreshing the page or just wait a while before trying again.

...and then I shure have to make animation or can I copy from a standard animation?

Just use the existing animations from a creature or player model.  If it were me, I would not try to convert those models over as robes.  It will just sap your free time and enthusiasm and you probably won't get anywhere.  Instead, it will probably be easier to cut that model up into its component pieces.  Then save those pieces out as player parts or attach them to a copy of an existing creature.

The screenshot you provided appeared to show the model as all once piece.  If you're lucky, all those pieces are separate meshes.  If not, you'll have to cut it up.  If you wanted to cut that model up, then you can cut it up in Blender or in GMax.  I just got Blender working but I don't know enough to instruct you on how to do that there. 

Here's how to do it in GMax, though: Select the mesh and then, on the modifier tab, click the plus sign next to Editable Mesh and select Element.  Then click on the arm of your model.  Hopefully it will highlight the model's arm just in red instead of the whole model.  If the whole model gets selected in red then I'm thinking you're out of luck for an "easy" solution and you're going to have to chop it up by selecting individual polygons and then detaching them to get your body parts.  But, if just the arm is selected then you can detach the element to its own, new, mesh.  Look at this image.  A shows you where to get into element selection mode and B shows you how to detach that element to a new, separate, mesh once you have selected it.
               
               

               


                     Modifié par OldTimeRadio, 28 août 2011 - 06:34 .
                     
                  


            

Legacy_Raven_Xantrice

  • Full Member
  • ***
  • Posts: 151
  • Karma: +0/-0
Warhammer 40k
« Reply #22 on: August 29, 2011, 08:38:28 am »


               

What was the method which finally worked for you- which file format?

I used a free tool of the web to convert from *.x to *.3ds, this tool is named as Biturn and can be easily download!

What format are the original textures in?  If they're in DDS format,
it's going to be the standard DDS format, not the BioWare DDS format ...


The orginal format of the textures is rtx/rsh but I have a tool of Dawn of War to convert them to TGA and DDS! I Think I simply try it. But I want to have a plt texture or not?

Just use the existing animations from a creature or player model.  If it were me, I would not
try to ...


Hmm want them as armor because that is what is it!^^ I think I try it as different parts,that you mean? Thank you for this help! '<img'>

Edit: Okay my gmax don't work well, I want to have a look earlier! '<img'> If somebody will have a look on this 3ds-Model I will upload! (with TGA Texture too if needed!)

Edit 2: Have upload the Space Marine of WH40K, think the x file is not completed export as 3ds '<img'> look by yourself, please help! The textures are add as TGA, too! Link: rapidshare.com/files/3467506520/wh40k_space_marine_3ds_x_textures_as_TGA.rar
               
               

               


                     Modifié par Raven_Xantrice, 29 août 2011 - 10:59 .
                     
                  


            

Legacy_WebShaman

  • Hero Member
  • *****
  • Posts: 1390
  • Karma: +0/-0
Warhammer 40k
« Reply #23 on: August 29, 2011, 01:19:04 pm »


               And just to set the record straight - OTR is the expert - I am just a novice in training.
               
               

               
            

Legacy_Raven_Xantrice

  • Full Member
  • ***
  • Posts: 151
  • Karma: +0/-0
Warhammer 40k
« Reply #24 on: August 29, 2011, 01:50:56 pm »


               So much building sites... have to export the .x file correctly to 3ds or another format, which gmax be able to import that I be able to use the NWMAX Script for gmax. Have to animate with it and give it a try and texture it, maybe it will work - but for now thats a long way!
Okay, have look with a seperate 3ds Viewer in the 3ds File: It is correct, but gmax don't import this file correct.. uhm don't know why.
Here a picture of the untextured 3ds model of the space marine:
'Posted

Edit: Here two pictures of the gmax import of the same 3ds File: The second picture shows that the same model overlay of the other!
'Posted

Uploaded with ImageShack.us

'Posted

Uploaded with ImageShack.us
               
               

               


                     Modifié par Raven_Xantrice, 29 août 2011 - 01:38 .
                     
                  


            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Warhammer 40k
« Reply #25 on: August 29, 2011, 06:18:49 pm »


               Raven, Space_Marine_X.x is what you load into Biturn before attempting to convert it, correct?
               
               

               
            

Legacy_Raven_Xantrice

  • Full Member
  • ***
  • Posts: 151
  • Karma: +0/-0
Warhammer 40k
« Reply #26 on: August 29, 2011, 07:00:48 pm »


               Yes, correct. But have another idea, will convert it into .obj and then import, maybe this will work!
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Warhammer 40k
« Reply #27 on: August 29, 2011, 07:08:51 pm »


               

Raven_Xantrice wrote...

Yes, correct. But have another idea, will convert it into .obj and then import, maybe this will work!

Give it a try!  Remember, all this work is not to export a model from GMax into Neverwinter Nights.  That's the easy part.  All we're doing here is finding the easiest way to get a model from .X format (DirectX Model Format) into GMax...for free.  So I've got Biturn open and I'm going to be experimenting to see what we can do about that.  It looks like when Biturn is exporting the 3DS, it's not exporting all the geometry for some reason- or GMax isn't importing it.  But when Biturn exports that model to 3DS, I'm noticing that the file size is noticably smaller than I think it should be.  Anyway, let's both try a couple of different ways and see what we come up with.

'<img'>
               
               

               


                     Modifié par OldTimeRadio, 29 août 2011 - 06:18 .
                     
                  


            

Legacy_Raven_Xantrice

  • Full Member
  • ***
  • Posts: 151
  • Karma: +0/-0
Warhammer 40k
« Reply #28 on: August 29, 2011, 07:23:31 pm »


               Ha! I've it! Get it as .obj and not as .3ds file and its complete! So, now I don't know how to work with textures! '<img'>
Find this ,too. But don't have Autodesk 3ds max 8... that's very old! ouufff..^^
               
               

               
            

Legacy_OldTimeRadio

  • Hero Member
  • *****
  • Posts: 2307
  • Karma: +0/-0
Warhammer 40k
« Reply #29 on: August 29, 2011, 07:39:20 pm »


               

Raven_Xantrice wrote...
Ha! I've it! Get it as .obj and not as .3ds file and its complete! So, now I don't know how to work with textures! '<img'>
Find this ,too. But don't have Autodesk 3ds max 8... that's very old! ouufff..^^

Ok, let's see if you have UVW coordinates (they indicate where the textures are placed on the model).  Select some part of your model, like the chest of the soldier, then go over to the Modifiers tab and put an Unwrap UVW modifier on the selected geometry.  Then press the Edit...button.  Like this- I'm using a teapot as an example.  After hitting the Edit... button I should see UVW lines, like this.

If you DO have lines like that, just go into the directory where you have your textures, figure out which one is probably for that part and then just drag and drop it onto the model itself, in GMAX.  From this point on, though, we're dealing with basic GMax stuff so you should do a little reading on how to use GMax if you're unfamiliar with using it.

For lurkers who might be "following along", here are the "Essential Skill" movies for 3ds Max 2010.  While some things don't necessarily apply, like the material editor (which is MUCH more simplified in GMax), if you're actually trying to learn GMax, those videos will do the best job to help you figure out what to do and how to use the interface.  It's like an awesome little no-frills crash course in using GMax as long as you skip what doesn't appear to be present in GMax as you follow along.
               
               

               


                     Modifié par OldTimeRadio, 29 août 2011 - 06:43 .