Also,looked in the documentation.It works for 7 and it says that it might work with later versions,but I doubt it,as heard cases in which people were complaining that it doesn't work for Max 8. QUICK_EDIT
ahhh, frickin nice man. I've been looking for 3dsMax9 for sometime now. Now I can finally mod Generals and RA3. Thanks for the link _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Sun May 29, 2011 2:46 am Post subject:
3dmax
@ Cranium: 3dmax9??? thought you had 11 _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I do have Max2011, but in order to properly use the ModSDK's you need Max9 and/or Max7. It functions some what in Max2011 but I didnt have the ability to export my models as .w3d/.w3x until now. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Mon May 30, 2011 10:02 am Post subject:
3d max
can you open 3d max 2011 in 09? i have 10 wondering. my model doesn't look so hot when I use the newest voxelizer.....trying to find a way to get a better looking voxel _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
no, you cannot open Max2011 models with Max9, nor can you open Max2011 models with Max2010. In fact I dont even think you can open Max2010 models with Max9 either. But you can convert them into .3ds or .obj that can then be opened with Max9. the textures, if any, that were applied in previous models wont matter much anyway, They will have to be redone, as it calls for DirectX shaders and d39/.dds textures anyhow. Then you'll have to skin your models. So converting your models to .3ds would probably be best I figure.
Making something for RA2/YR is easy compared to making something for Generals, RA3, or anything else above that. Atleast to me it is. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
no, you cannot open Max2011 models with Max9, nor can you open Max2011 models with Max2010. In fact I dont even think you can open Max2010 models with Max9 either. But you can convert them into .3ds or .obj that can then be opened with Max9. the textures, if any, that were applied in previous models wont matter much anyway, They will have to be redone, as it calls for DirectX shaders and d39/.dds textures anyhow. Then you'll have to skin your models. So converting your models to .3ds would probably be best I figure.
Making something for RA2/YR is easy compared to making something for Generals, RA3, or anything else above that. Atleast to me it is.
Something I thought I would share. I found something out by trial.....I didn't realize when I brought some models to a friends house and edited them on his computer that he had 3D max 2013. I saved them off and when I tried loading on my system I found there was a problem. I went back to his place & exported them as OBJ and tried to import them and they worked. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
OBJ is a very simple format but doesn't support everything you can do with max (and needed for SAGE games). Avoiding OBJ would be preferable. _________________ QUICK_EDIT
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