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GBXModel Converter

Posted: Sun Jun 19, 2005 4:01 pm
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.

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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.

Posted: Sun Jun 19, 2005 4:03 pm
by Lightning
Omg yay!

Posted: Sun Jun 19, 2005 4:08 pm
by Veegie[Temp]
heart

Posted: Sun Jun 19, 2005 4:09 pm
by Excal
Nice. But it's kind of late for this.

Posted: Sun Jun 19, 2005 4:12 pm
by SteelixB
Excalibur wrote:Nice. But it's kind of late for this.
Never too late for anything :P

Posted: Sun Jun 19, 2005 6:20 pm
by gecko753
lol awesome. accurate UV maps? thats very awesome.

Posted: Sun Jun 19, 2005 6:28 pm
by M4573R51337
<3

Posted: Sun Jun 19, 2005 7:27 pm
by gmp_gmp
Oh Mah Gawsh <3 =d

Posted: Mon Jun 20, 2005 2:26 am
by SteelixB
Just updated it now to support 3DS format too.

Posted: Mon Jun 20, 2005 4:40 am
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

Posted: Mon Jun 20, 2005 6:46 am
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:

Posted: Mon Jun 20, 2005 7:20 am
by Sonictag
lol, awesomeness!

Posted: Mon Jun 20, 2005 8:17 am
by Burnination
this is awesome!!

Posted: Mon Jun 20, 2005 8:43 am
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?

Posted: Mon Jun 20, 2005 12:25 pm
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

Posted: Mon Jun 20, 2005 4:22 pm
by GametagAeonFlux
O_O Amazing application man, nice job.

Posted: Mon Jun 20, 2005 5:34 pm
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

Posted: Mon Jun 20, 2005 6:03 pm
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?

Posted: Mon Jun 20, 2005 6:29 pm
by vaticinator

Posted: Mon Jun 20, 2005 8:19 pm
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.