3DMAX to .map.....

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julz127

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i first started my modding with the game halo 1, what i liked most about it was that

1. you could pretty much mod anything about it without having to code ;)

2. you could make your levels in 3d max


anyway. i am proposing we get together some programmers and try and create a program that converts .3ds (or something) to .map or vmf.

i can program ok in visual basic .net, ive been working on the doom 3 material editor recently

http://doom3.filefront.com/file/Doom_3_Material_Editor;86228

ive seen a few .map exporters for max hanging round the internet but they all seem to be for max 4...

thanks in advance
 
IMO it's just not worth taking on.. the amount of work to make something that the compilers will use well just seems like too much to me
 
.3ds cannot go directly to a .map. there is an exporter called blitzkrieg for 3ds max 3-8.
it exports the level geometry to a .jms file which is them compiled into a .scenario_structure_bsp using tool.exe.
from there all of the editing is done in sapien.
im your know-it-all for anything halo custom edition
 
What is the file format for 3ds ? i've been playing around with a small obj importer written in c# using directx . working with the verts and faces is a right pain in the ass, i've got it up to a point where i can import a simple cube. if 3ds is an open format like obj then you could potentialy write a parser but i have a strange feeling that compiling it to .map is going to be another hurdle i dont think they've officialy released the layout of the binary. its more trouble than its worth tbh.

edit: do you want to covert 3ds to map or just export to map ? the two are not one and the same...
 
What is the file format for 3ds ? i've been playing around with a small obj importer written in c# using directx . working with the verts and faces is a right pain in the ass, i've got it up to a point where i can import a simple cube. if 3ds is an open format like obj then you could potentialy write a parser but i have a strange feeling that compiling it to .map is going to be another hurdle i dont think they've officialy released the layout of the binary. its more trouble than its worth tbh.

edit: do you want to covert 3ds to map or just export to map ? the two are not one and the same...

3ds's native export format (like obj) is called "3ds"


there's a format I use at work called collada which is supposed to be this kind of universal XML file format that will take the planet by storm, hopefully it does, then a lot of these issues could be solved
 
3ds's native export format (like obj) is called "3ds"


there's a format I use at work called collada which is supposed to be this kind of universal XML file format that will take the planet by storm, hopefully it does, then a lot of these issues could be solved

sorry about that , i wasnt being clear . i meant whats the structure of the format is it just a plain text file or is it a binary ?. i've heard a lot of good things about collada , a lot of open source game engines are integrating with it.
 
sorry about that , i wasnt being clear . i meant whats the structure of the format is it just a plain text file or is it a binary ?. i've heard a lot of good things about collada , a lot of open source game engines are integrating with it.

ah sorry, I believe that .3ds is binary
 
yeah vmf and map are plaintext


whenever we do a folder restructure which screws up all the model paths you can solve it with a simple find and replace with word pad thank god :D
 
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