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import/export question

 
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Lord_MalaK

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Post Posted: 04-10-2006 03:55 PM Post subject: import/export question

Having finally gotten ahold of a bridge in max format I can see what I need to get started, but I can't find my max 6 CD-
I'm using Max 3.1, Lightscape 3.2, Max 7 , and Milkshape and was wondering what the trick is to get a max7 file into max 3. I can get a max 7 file into lightscape, but lightscape don't have an exporter that 3.1 can then import.

What am I missing.

I know (from what I've read) bridge making is HARD, and nobody want's to make a tut, but I'm willing to learn the hard way (on my own) if I can get a file into max 3.

Thanks in advance


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Post Posted: 04-10-2006 03:57 PM Post subject:

You need Max 3.1 to export bridges.

To get your max file from above 3.1 to 3.1 is to use the export script called: "Back From Five", if you google it, then you will find it.

Forget the Five, it works for any version from 3.1 and above.


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Lord_MalaK

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Post Posted: 04-10-2006 04:07 PM Post subject:

thank you VERY much.
Smile

p.s. found it: http://www.scriptspot.com/bobo/darkmoon/bff/


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quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
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'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
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Post Posted: 04-10-2006 04:19 PM Post subject:

Lightscape is also not needed anymore as radiosity features were included in max after v5.0.
As for learning it. Writing a tutorial would take a lot of time that neither i or Viper have.
But if you have any doubts or want some guidance, talk to me at msn. I´m teaching a lot of people already.


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Lord_MalaK

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Post Posted: 04-10-2006 10:13 PM Post subject:

I've got an 800 page book on Max, as well as 5 or so instruction CD's for max so I'll learn eventually.. it's only what BC allows that worries me, like do I use TGA's instead of BMP's, or how many keyframes am I allowed to use... that kinda stuff. But all that means nuthin if I can't get it into max3.1.

There ain't no better teacher than experience.

Thanks again, and I'll keep ya's posted on my progress.


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taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
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Post Posted: 04-10-2006 10:14 PM Post subject:

all BC Nifs use tgas


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Post Posted: 04-10-2006 11:41 PM Post subject:

I think the recommended polycount for bridges is around 6-8000k. Would be great with more bridge makers Wink


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Post Posted: 04-11-2006 10:16 AM Post subject:

aim for 6000 polys


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Post Posted: 04-11-2006 11:55 AM Post subject:

Sorry Malak, but a 800 pages book on max won't help much in porting and animating a bridge.
Max is only a part of the process, not the process itself.


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Lord_MalaK

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Post Posted: 04-11-2006 01:17 PM Post subject:

Legacy wrote:
Sorry Malak, but a 800 pages book on max won't help much in porting and animating a bridge.
Max is only a part of the process, not the process itself.


I realize that, and am confident that the books will will help in only 1 area, but since I'm trying to learn python anyway, am getting pretty good with milkshape, photoshop,paint I figure it's time to 'up my game' a bit more. Besides, I think there's more peeps out here jonesing for more alien ships/bridges than just me, and I wanna help. If for nobody else but me.


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taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
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Post Posted: 04-11-2006 03:37 PM Post subject:

Funny


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Lord_MalaK

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Post Posted: 04-12-2006 01:43 AM Post subject:

how do I install that MAXscript extension (MultiMap.dlx) into R3.1 ?? I couldn't find instructions for it and asylum-soft site ain't there anymore.


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pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
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Post Posted: 04-12-2006 09:51 AM Post subject:

There is a menu option called "Customize", secondly, there is a directory called "plugins" in your max directory.

If memory serves right from the 30 days of trial, then you just dump it there.


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Post Posted: 04-12-2006 12:01 PM Post subject:

yes.
anything in the folder called "plugins" will be automatically loaded when max starts


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Post Posted: 04-12-2006 02:32 PM Post subject:

Hmm, put it in the 'plugins' dir and still lost my textures in the conversion. Guess I'll have to re-texture in 3.1.
Sad
Glad I didn't start animating yet.
Do I need a screen grabber proggy to take a screen shot of my 'set', or is there an undocumented hotkey in max that will do it ??

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Post Posted: 04-12-2006 02:47 PM Post subject:

Press "render". It's F9 I think.


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Post Posted: 04-12-2006 03:59 PM Post subject:

Malak, are you sure you did READ that 900 pages book?


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Post Posted: 04-12-2006 05:08 PM Post subject:

i'm still working on it.. i'm up to pg 140 (only started reading last weekend)
Smile
figured i better get my stuff into v3 before i finish it in 7 and lose stuff when i convert

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Post Posted: 04-12-2006 05:38 PM Post subject:

f10 to render, but if u are texturing in max 3 you lose alot of the advanced UVW unwrap features....


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Lord_MalaK

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Post Posted: 05-08-2006 02:28 PM Post subject:

It seems my BFF exporter (4.2) stopped working after the Max 7 SP1 update so I've fallen back to BFF 3.6. Anyone have a newer exporter than 4.2 ??


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taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
cho'nISbogh porghDaj rInmoHlaH net Har.

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