GMax

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    • Hi guys

      I found a program that will load md2 and md3 file (quake
      file formats) at "GamesTutorials". It's a nice program that
      demonstrates how to load an md2/md3 files. So I got to
      thinking.....:rolleyes:

      I downloaded gmax from Discreet a few weeks ago, and
      have been playing around with its features. I have
      a Pacman mesh now and I need to convert it to a md2
      and/or md3 file so I can use it in the tutorial I got.

      Does anyone know where can I get a conversion utility
      to make the conversion? I have been looking for about
      a week now (googling and yahooing), but I have not
      had much success in finding anything appropriate
      or helpful. If someone know where to find a conversion
      utility, please post.

      Also, Mr.Mike mentioned in another thread ("Terrain
      generator") that their company uses Max. I would like
      to know once an individual has (for example, a terrain
      or character mesh) their mesh character finished, how
      they load it into thier game? I guess what I am asking
      here is does Mr.Mike or other developers write their own
      code to load meshes, or are their libraries out there in the
      Internet to do the job?

      Oh, BTW If someone has good art skills and has used
      gmax or some other package, I would like to challenge
      you in helping me out. Please PM me if you're interested.
      All I would need is a PacMan that does'nt look like he's



      Thanks,

      Sabrina
    • Update:

      Nevermind... I just finally found some information on GMax.
      (Figures... right after I post some help, I find more
      information on it.. DOH!)

      "GMax allows game developers to deliver "game paks" which allows the users of their games to create new weapon and character models, etc. To do this, the developers must buy a license to create the game pak. Then they bundle the game pak with the game. Users buy the game and then can use GMax in conjunction with the game pak to change or create game content. Then GMax uses the game pak to save the content out in a format the game can use." Source: gamedev.net


      After reading this post on gamedev's forum site, I see
      now that I totally missunderstood the purpose of GMax!
      I went back to the website where I downloaded it, and
      read again. NOW the light is turned on! I guess after
      reading this it makes sense. Why would they make Max
      and sell it for an arm and legg, then make GMax for free?
      I will have to get MilkeShape and give GMax the
      heeve-hoe.

      Anway, sorry for the post.


      S.

      The post was edited 1 time, last by Sabrina ().

    • Yeah, MilkShape has a built-in exporter for md2/md3 so that's a good choice - and it's pretty cheap, too!

      Personally, I use Max and I find MilkShape somewhat confusing. It's just that I'm not used to it, I guess. However, MilkShape imports .max files so there are tons of models out there you can import and use.
      "Your job is not to die for your country. Your job is to make some other poor sod die for his."
    • Nebuchadnezza,

      I played with Max at the collage maybe once or twice.
      From what I've seen it has a high learning curve due
      to its features. (I mean its a pain to use!) I've allways
      been amazed with animators and how they can
      bring a character to life by using these tools. Specificly,
      some of the movies (Toy Story, Monsters Inc, Robots)
      use Max, Maya, and others. I really envy their talents.

      I downloaded MilkShape (demo) and it will import/export
      many file formats as you said. MilkeShape is $25.00 so yes
      its cheap.

      I just visited your web site. I downloaded the "lowangrap.mp3" file... FUNNY!


      Sabrina.
    • I took some animation classes at the college here in Vegas so I'm fairly up on Max - not good enough to do anything amazing, but I can get around. Modeling is very quick once you get the hang of it. Milkshape is not very much like Max as far as how things are done, so for me it would take a while to learn it - and I already own a copy of Max 7. I also own MilkShape, but I actually bought it for my partner so he could work on models and stuff from home and then I could import them for final texturing and tweaking in Max.

      Blender is also good, from what I hear. It's an open source project, so you could download it and build it yourself (um, that might have changed - have to check on it).

      Something you might consider playing with is Garage Games' Torque engine. It's pretty cool, and there are quite a few modeling packages that export to their format. It also has a very solid community and some excellent add-on packs for it. It's $100, though, so depending on what you can spend for idle research it might not be something you want.

      Anyway, if you need general tips on modeling and texturing feel free to ask - though I'm not a real expert or anything....

      Rich
      "Your job is not to die for your country. Your job is to make some other poor sod die for his."
    • Hi,

      I did download Blender, and played with it for just under
      3 minutes then uninstalled it. I think I am going to stick
      with MilkShape or unless I get rich or I can actually save
      money by switching to Geico, then I'll get Max (Humm...
      that seems to be a recurring theme for today.)

      I have heard of Torque and I even downloaded some
      demos games and game that other people created.
      (I was not that impressed.) I figure you get the best out
      of game development if you do it from scratch, plus you
      get a deep appreciation for the code and
      accomplishment. I want to stay away from game engines
      that are out there now and build one myslef, (stop
      laughing). I'm not looking to build the "end-all game
      engines", but am looking to build one will accompish
      a simple Pacman style game, at least its a start, (ok now
      you can laugh).

      I'm kinda taking Mr.Mike's approch to design, you know
      the whole CProcess thing-ma-bob, and Event Manager
      thing-ma-jig. Right now I'm developing the math stuff,
      vectors, matrices and all those other ugly things I had in
      collage and hated, ( I should use an exclamation point
      right after "hated"). If you know anything about
      matrices or vectors, I would be glad to send you what I
      have and let you (or anybody) take a look at it and see if
      theres anyting that can be improved?


      Sabrina.
    • Yeah, I think torque is a bit overkill for pac-man. If you wanted to make a shooter, though, why should you waste devlopment time building something that exists? If you are making a game yourself, you need to make sure you get it done. EVERYTHING else is secondary.
      -Larrik Jaerico

      www.LarrikJ.com
    • My take on Torque (or any other reasonably priced engine) is:

      1) quick prototyping of design ideas (once you learn the engine, that is)

      2) a peek into a functioning (and in Torque's case AAA class) game engine.

      Torque's main problem is they haven't brought it fully up to DX9 (though the Shader Engine is approaching it) so it's rather dated. You can still do some really cool stuff with it out of the box though.

      So far I also like Mike's architecture, because it's very clean. Most games need an event system anyway, why not use it to help separate the game into logical partitions? I plan to utilize the base system to create my next attempt at a game myself.

      Math-wise I'm not anyone's man! The stuff gives me a headache. Grab a copy of "Mathematics for 3D Game Programming & Computer Graphics" or "3D Math Primer for Graphics and Game Development" as each of them has a ton of useful matrix and vector functions pre-built for your enjoyment (or just to compare notes). "3D Game Engine Design" also has many functions for collision detection and culling, too.
      "Your job is not to die for your country. Your job is to make some other poor sod die for his."