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Gmax to Blender?


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In what little searching I've done here, it seems apparent that Blender is the software used to model hardware. Too bad. I'm very proficient with Gmax and have made several very complex steam locomotives for Trainz simulator. Rocket parts would be a snap!

Don't care for Blender. But if there is a way to convert a Gmax output file into Blender, perhaps there is a chance I can join the creators.

Does anyone know if a Gmax file, (standard or any other converted output, i.e. FSX, Trainz, ...) can be imported into Blender and then set up for KSP?

Thanks,

TB

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I'm not sure where you got the impression that blender is required. That is incorrect, it's never been required. It is popular because a lot of KSP parts are animated and there aren't many free modellers that support animations. However, any other software that supports popular game file formats (Collada, FBX, Obj) etc. will work fine as well. The Developers for example use Maya and 3dsmax with the same pipeline.

Export from gmax, import into your unity editor project that has the part tools, add game specific stuff, write to mu file using the part tools script in unity.

Edited by EndlessWaves
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My mistake! Are you suggesting that Gmax IS a valid program to use to make hardware and "parts"? If so, have you done so or (hopefully) is anyone "listening" that has? I am not ready to commit to anything at the moment, (job interferes with my hobby) but I'm very interested in getting involved!

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TBryson2, all you need to do is find out which formats you can export to, then compare that to the list of formats Unity can import. If you get a match, then it'll work. If not, you may need to look for some sort of conversion.

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My mistake! Are you suggesting that Gmax IS a valid program to use to make hardware and "parts"?

I'm entirely not sure what you mean by hardware but certainly on the modelling/texturing side I see no problem as long as it can export to general file formats these days (I haven't used it since the original game specific exporters). Several people use 3dsmax and some people have even managed it with programs as inappropriate as Sketchup and Solidworks.

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if you can export to dae is use that over the max (or .gmax) format. seems the unity editor likes the dae files better, i tried switching over to just loading my max files, and things started getting weird. scales were unpredictable, xform resets dont seem to solve it, and it seemed i never got the same results twice. of course i use max 9. gmax is a little bit too stripped down iirc, but i havent used it in years.

i do this:

model everything in the (g)max format (you kinda have to), and save it to my wip folder.

when the model is done export as dae to my export folder.

import into unity

do unity stuff

exports directy to the my kspDev folder (a second installation of ksp which is kept stock with the exception of my own mods) using the write button as per unity configuration.

i set up all my hierarchy and animation in unity. i would prefer doing this in max, so i have less to do in unity (this would simplify model revisions), but ive never gotten that to work. this is probibly the main reason to import directly from the max files.

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My mistake! Are you suggesting that Gmax IS a valid program to use to make hardware and "parts"? If so, have you done so or (hopefully) is anyone "listening" that has? I am not ready to commit to anything at the moment, (job interferes with my hobby) but I'm very interested in getting involved!

GMax has not been a valid 3D Package for almost a decade now, this isn't because it lacks features (although feature wise it is as I said a decade behind 3D Studio Max, the Parent Program it is based upon) but actually more because it completely lacks support for modern formats used by todays engines.

In-fact if memory serves correctly it only supports Microsoft Flight Simulator and Quake 3 out-of-the-box with only a couple of formats that have been added over the years. None of which are particularly universal.

While Blender might be difficult to use, there are other options available that are still supported.

Softimage Mod Tool for example is the "Free" program that Autodesk do still update and support, with out-of-the-box support for Source, Unreal Engine 3 and FBX (XNA / Unity)

Although it can be equally as difficult as Blender to use if you're used to Gmax (3D Studio Max)

As I recall Autodesk do also sell "Student" and "Non-Profit" variants of 3D Studio Max, although not sure their price nowadays but they used to be quite pricey if memory serves.

There is also Aztec3D (Free), Silo ($50) and Milkshape 3D ($20) that are relatively good modelling apps that are similar to Gmax.

Another option is you keep using Gmax, but also get Blender ... output to Quake 3 format, then import it in to Blender so you can export it to a format that Kerbal Supports (OBJ / DAE / FBX) although I'm not sure how well that will work and really you'll be causing some extra headaches as things might not work exactly how you hope they would.

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Thanks for the replies. I have invested a lot of time using and working in Gmax only because it was affordable. I do realize it has been "unsupported" for some time now, and that is a shame.

I will take the advice of everyone above and (someday, perhaps soon), I will experiment with it and will update this thread. I really don't want to learn several other programs to accomplish a single task, (that being the creation of parts..). Seems I always tend to pick a program to get thouroughly immersed in to find out it's no longer used or supported. Bummer. I've looked at Blender and Sketchup, but compared to Gmax, (in my humble opinion) they seemed "cheezy". I could get sneaky and do the "student" version of Studio Max, but I don't tick that way.

Anyway, Thanks again!

TB

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