GBXModel Converter

Utilities designed primarily for Halo CE.
SteelixB





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GBXModel Converter

Post by SteelixB »

UPDATE:

Now supports saving as a 3DS Object file. That way you will not need the LightWave Obj Importer plugin for 3DS Max.

---

Yep, just as the title says. Convert GBXModels into WaveFront Obj or 3ds format.

THIS IS NOT A REPOST OF JAMESD's GBXMODEL IMPORTER SCRIPT FOR 3DS MAX

Description:
This program will allow you to open up any GBXModel and extract all the model data to a WaveFront Object File format or 3D Studio Object File format. Also, as long as the model you are extracting is not a Biped, you can also extract the Nodes / Markers.

Features:
- Extract a model's entire geometry
- Save as a WaveFront Object file (.obj) or 3D Studio Object file (.3ds).
- Accurate UV Maps
- Accurate Node / Marker extraction (Not supported for bipeds yet)

Tutorial:

Extracting Geometry:

1. Load up GbxModelConverter.exe, you will see a dialog with an edit box and browse button on the right

2. Click the browse button next to the edit box and select a gbxmodel tag.

3. Click 'Load'

4. The dialog will now expand to present a tab control with the tabs 'Geometry and LOD'

5. Either select a geometry or, select LOD and choose a permutation. Selecting super high is recommended for model editing later on

6. If you have selected geometry or a permutation under LOD, the save button will become enabled.

7. Click the save button, and save the 'WaveFront Object' or '3D Studio Object' file somewhere.



Extracting Nodes:

1. You must first select a permutation on either the Geometry tab or the LOD tab.
(on the geometries tab, the permutation is the second level of tree nodes)

2. After selecting a permutation, click the 'Save Markers / Nodes' button

3. Save the 'Text' file somewhere.



Importing Nodes into Max:

1. Make sure the script 'NodeMarkerImporter.ms' is placed under Scripts\Startup in your 3DS Max directory.

2. Click 'MAXScript' in the utilities panel

3. From the utilities drop down box, select 'Node / Marker Importer'

4. Alter the settings of Marker Radius and Node Width to your desired values

5. Click 'Load File' and select the Text file you exported from the program



Btw, this app is a gift for all animators out there, with perfect node extraction, animating fp becomes slightly easier. Also vehicle modifications are a lot easier too. Only sometimes are the nodes slightly incorrect, but that would be a value such as 0.00000001 instead of 0. That affects the node checksum, but you can fix that by just replacing your nodes in the gbxmodel with the original models nodes.

Also, thanks to JamesD for helping with the creation of triangles.
Attachments
hog.jpg
hog.jpg (17.25 KiB) Viewed 5636 times
GbxModelConverter.rar
(91.84 KiB) Downloaded 923 times
image1.jpg
image1.jpg (48.39 KiB) Viewed 5743 times
Last edited by SteelixB on Tue Jun 21, 2005 12:29 pm, edited 9 times in total.
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Post by Lightning »

Omg yay!
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Post by Veegie[Temp] »

heart
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Post by Excal »

Nice. But it's kind of late for this.
SteelixB





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Post by SteelixB »

Excalibur wrote:Nice. But it's kind of late for this.
Never too late for anything :P
(My sig was too big. It should have been 400 X 200 with 3 lines or less of text)

No it wasn't... It was 370 x 117 and one line of text... *Remakes sig*
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Post by gecko753 »

lol awesome. accurate UV maps? thats very awesome.
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Post by M4573R51337 »

<3
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Post by gmp_gmp »

Oh Mah Gawsh <3 =d
h4xmb? mb.
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SteelixB





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Post by SteelixB »

Just updated it now to support 3DS format too.
(My sig was too big. It should have been 400 X 200 with 3 lines or less of text)

No it wasn't... It was 370 x 117 and one line of text... *Remakes sig*
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Post by hitmanbob »

ok steelixb, i hav a question....i use this to import the tank into 3dsmax7 and then i try and run the script but i think im doing something wrong, do i open the cript or run it or what?

cuz if i do run then it just does nothing




EDIT:nvm, i did it wrong, when u siad the utilties drop down box i thought it meant like the maxscript up in the toolbar
SteelixB





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Post by SteelixB »

hitmanbob wrote:ok steelixb, i hav a question....i use this to import the tank into 3dsmax7 and then i try and run the script but i think im doing something wrong, do i open the cript or run it or what?

cuz if i do run then it just does nothing




EDIT:nvm, i did it wrong, when u siad the utilties drop down box i thought it meant like the maxscript up in the toolbar
:wink:
(My sig was too big. It should have been 400 X 200 with 3 lines or less of text)

No it wasn't... It was 370 x 117 and one line of text... *Remakes sig*
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Post by Sonictag »

lol, awesomeness!
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Post by Burnination »

this is awesome!!
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Post by dms360hawk »

How come when I try to run it I always get an error? It says:
The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.
What's wrong?
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Post by Dark Cloud »

dms360hawk wrote:How come when I try to run it I always get an error? It says:
The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.
What's wrong?
Sounds like you need the NET framework. The program uses it, right Steelix?

Anyways, thanks for releasing this! Textured models in max... Alright, not a tag converter, but a very, VERY nice start! :D :P Thanks, SteelixB. :D
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Post by GametagAeonFlux »

O_O Amazing application man, nice job.
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Post by vaticinator »

ok this may seem pretty noob but how do i extract the gbxmodel thingy of the pelican and the textures so i can use in max6
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Post by dms360hawk »

Dark Cloud wrote: Sounds like you need the NET framework. The program uses it, right Steelix?
Where do I get the NET framework?
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Post by vaticinator »

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Post by d3fault »

are you sure you didn't look at any of JamesD's script to gain the knowledge for making this application?

If so: JamesD deserves some credit, give credit where it is due.

Else: I'll stfu now.
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