lookingcool wrote:does anyone use gmax anymore? cause i need to know how to make a new weapon? if anyone knows how please post. But also if you have a 3ds max download please link. im not sure if you cant but i dont know so
How to remodel for Halo PC with gmax by deathdealer42
This tutorial assumes you aren't an idiot and can follow simple instructions, if you are unable to follow instructions, then just stop reading now.
Programs you will need:
Gmax:
http://www.turbosquid.com/gmax
Obj importing script for gmax:
http://www.davidhsmith.net/downloaditem ... ortobj.zip
Md3 exporting plugin for gmax:
http://www.davidhsmith.net/downloaditem ... d3beta.zip
LithUnwrap:
http://files.seriouszone.com/download.p ... _setup.zip
HMT v3.5:
http://www.halomaps.org/index.cfm?pg=3&fid=1343
Once you have downloaded all of those, install gmax and put the .ms script file in [gmax directory (by default C:\gmax)]\scripts\startup, and put the md3 plugin in [gmax directory]\plugins.
Importing an .obj file
Open up HMT 3.5.
Open any map file, for the purposes of this tutorial, I am opening bloodgulch.
Go to the mod2 tag type and extract a model, for the purposes of this tutorial, I am extracting the cyborg(0) model.
Open gmax.
Go to the utilities tab, click the max script button, and in the drop down box, select Wavefront obj importer.
It should look like this:
Click the "Import..." button and browse for the file you extracted from HMT earlier.
You should now see the model rendered in gmax.
Editing the model
When remodeling, you can't add anything, you can only move it and scale it.
Therefore, moving verticies is the easiest way to alter a model.
To move verticies, right click on the model when it is selected, and convert it into an editable mesh. In the modifiers tab, click the verticies button.
Now just move verticies around.
When you are done, save the file.
Exporting the model as an md3
When you export models as an md3, their faces will become inverted, to fix this, you need to invert the faces before exporting. To invert all the faces, select every face in the model and under surface properties, click the "Flip" button.
Then go to File->Export and save it as an md3.
When the popup box appears, uncheck everything except the Show Warning Dialogs checkbox.
In the "The following frames:" textbox, enter the name of the object or objects separated by commas.
It should look like this:
Then click the export now button and export the file. It should export successfully.
Converting the file back to an obj
Start up LithUnwrap.
Go to File->Model->Open...
Select the md3 you saved earlier.
Go to Preview->Show Model this will display the model and allow you to inspect it for any inverted faces or other errors.
It should look similar to this:
Once you are satisfied with that, close the 3d perspective view window and go to File->Model->Save... and save it as an obj.
Re-importing the model
Open HMT 3.5 again and browse to the same model you extracted earlier.
Click on the "Import Model" button.
Select the model you just saved with LithUnwrap.
You should successfully import the model.
Ocassionally, this process will triplicate(if it wan't a word before, it is now) the indicies in the model if it has a large number of indicies, making it impossible to re-import. If this occurs, reduce the indicies by 66.66% with an indice reducing plugin before exporting as an md3.