is it possible ?
But, out of curiosity, why would you want to? What do you want to do? Maybe there is an easier way.
but if remember correct some of T1 or T2 OMs were converted in T3 format or something like that... ah,nevermind
to be fair i wanted to convert some abandoned T1 fm into a model,retexture it and import it in TDMBut, out of curiosity, why would you want to? What do you want to do? Maybe there is an easier way.
Of course it's possible. There just aren't any extant tools to do it.
I expect that is someone were really
bug*#@% insanededicated they could do something with the CoW scripts. I'm not going to attempt it though
Yes, it is possible. I've been actually working on a script for 3dsMax for importing .MIS files. I got it working to some extent (thanks Volca!). It can import geometry, materials and lights - just couldn't get the UV coordinates correctly. At some stage I'm planning to get back on it and once the tool is completed, I am going to make it public.
Here are some example Max viewport screengrabs:
If you need geometry only, let me know by PM and I can send you a current version of the script.
great job PinkDot !
awesome ! UV coordinates is not a problem,because textures are not perfectly aligned anywayIt can import geometry, materials and lights - just couldn't get the UV coordinates correctly.
ok,thre is nowhere to rush so i wait till you make your script public
Yes, this is a MaxScript, so it will work with 3dsmax only. But you can download a trial version of 3dsmax - no need to spend something like 4K just to export Thief mission file to another format!
Or you could ask a 3dsmax owner to export it for you, if you need it.
Standalone solution would be defo a good option, but I am not a programmer really, so this is beyond my skills now. But another reason I did that in 3dsmax was to be able to use level geometry for animated mission intros or enhancing lightmaps.... But, that's still a long way from now anyway.
It will be a rather big file. I never exported to .3ds format yet (just working with .max), but that monastery map is something like 23 Mb (this is a medium/large map). But that's BSP only - excluding objects...(Honestly I can't imagine how large a whole mission map would be as a 3ds file!)
Nice work PinkDot!
Is there any documentation on the internal structure of DromEd's output?
I was just wishing for such a thing only a few days ago! I need this so bad! Would the script work in the old version of 3DS Max (5) I think it is?
All the documentation comes from Volca's OPDE code. Without it I wouldn't be able to do it.
I also used some of Telliamed's documentation, available on his website.
Not sure. I work with 3ds Max 2012 and MaxScript tends to change a bit in each release. Version 5.0 is a pretty old one...Originally Posted by Sluggs