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Is there a 3ds max exporter out yet?

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aggravaar

Senior user
#1
Apr 10, 2008
Is there a 3ds max exporter out yet?

OK, I played around with D'jinni a bit, browsed the wiki and the forums (the PDF HowTo guide runs slowly and crashes my acrobat reader for some reason) and I couldn't find anything about a 3ds max exporter release. Is it out yet? Is it implemented somewhere in the editor itself? If it's not out - are the NWN exporters any good?And, last but not least, has anyone managed to put their own models into the game yet?Thanks in advance.
 
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username_2064633

Senior user
#2
Apr 11, 2008
It is not possible currently using publicly available tools.The model format is very similar for the original NWN Mdl Format. Indeed, some Witcher models can be read the NWN Explorer and read (in parts) by NWmax.But NWmax cannot at this time export to Witcher mdl format. As the .mdb format has not been explained and is not documented, importing of models from the bifs is not easily in the cards.The Witcher will load a ascii format model, btw. They do not need to be compiled into .mdb in order to work. That's a significant plus.I suppose that dedicated community members might manage to unspool the .mdb format and play the DWORD game to its conclusion to figure it all out. But this is a far more significant task than you think.Even after that, there are some middleware issues in terms of getting models into game state. Karma physics and the RTT plugin being the significant factors in terms of middleware (for custom creatures and areas, respectively) Is this a challenge which can be met? Yes. There is a demo of RTT available. (RTT is actually an exceptionally cool plugin and is one of the principle reasons the The Witcher game looks as good as it does)Is all of this easily accessible at present for the casual or even dedicated modder? No.I might add that our tests confirm that it is possible to create an area mesh in NWN2, texture it NWN2's toolset even - and export that heightmap so that 3dsmax can read it in. In this fashion, a clever person could set up an importer/exporter for NWN2>>GMAX>>The Witcher, which could allow you to place placeables and speedtree nodes, etc. within GMax even (yes GMAX can do this). That could then take such a mesh and export it in Wicther area format. You could not create new normal mapped models with a GMAX based TWmax for the Witcher - but you could do a pass through of an exsiting normal map (3dsmax 4.2 format supports this - GMAX simply does not give you a GUI to manopulate it) Note: the terrain geom in The Witcher is not normal mapped.
 
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vaernus

Senior user
#3
Apr 11, 2008
We have already imported a fully custom tileset for Strands of Destiny's prologue act using 3D Studio Max and Maya. We have also imported a standard NWN .mdl file as a placeable in The Witcher. It is not a very hard process to do either if you got the tools, and they are all free tools you can find.As for the .MDB meshes built into The Witcher, if you unlock the .BIF files and load all the .MDB files in Meshes under your Data directory, you can access everyone but cannot export yet. We are working on a process now and almost have it down. Also, any modules like Price of Neutrality are .mdl formats and thus can be exported without an issue.
 
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username_2064633

Senior user
#4
Apr 11, 2008
Vaernus said:
We have already imported a fully custom tileset for Strands of Destiny's prologue act using 3D Studio Max and Maya. We have also imported a standard NWN .mdl file as a placeable in The Witcher. It is not a very hard process to do either if you got the tools, and they are all free tools you can find.As for the .MDB meshes built into The Witcher, if you unlock the .BIF files and load all the .MDB files in Meshes under your Data directory, you can access everyone but cannot export yet. We are working on a process now and almost have it down. Also, any modules like Price of Neutrality are .mdl formats and thus can be exported without an issue.
Click to expand...
I think you need to be clearer when you use the words importing and exporting in the context as you have. By importing, people mean getting a model into 3dsmax. By exporting, they mean getting a model into a format the The Witcher can load and use in game.I am aware of the free tools that exist. We created many of them. But if discussions end up using references to words that are talking apples when they mean oranges - people are only going to become confused and misinformed.
 
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vaernus

Senior user
#5
Apr 11, 2008
If anyone was confused about my response, I apologize to anyone reading this. I meant in terms of importing into Djinni any models created by 3DS Max, and exporting models from Djinni to 3DS Max. For the OP, CDProjekt has mentioned the process to do this will be explained on Monday in the Djinni Wikia (http://djinni.wikia.com).
 
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a1x2e3l

Senior user
#6
Apr 12, 2008
Term “any model” also needs more precise definition. There different types of “models”:static (only geometry and textures), animated morels like doors, animated characters and creatures (skinned meshes with bone skeletons as well as different animation sequences for them), animated particle effects, etc. I hope that import/export of all these models will be covered in the promised explanations otherwise the Djinni Adventure Editor remains a pure combinatoric tool of no special interest for the certain type of modders. :)
 
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aggravaar

Senior user
#7
Apr 12, 2008
I wasn't expecting such elaborate answers, thanks a lot! Also I had a chance to work with the editor tonight and used DLA's NWN tools to bring some simple models into the Witcher. So far I only experimented with basic placeables. And they work. This should keep me occupied till Monday when, hopefully, all exporting/importing techniques will be revealed.A1x2e3l, I suppose all kinds of models are important, though I don't see why we'd need a way to export particle systems into the Witcher as D'jinni has a nice built-in editor for that sort of thing.Right, time to experiment some more, Cheers!
 
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a1x2e3l

Senior user
#8
Apr 12, 2008
Particles effect was just another example of “models types”. Particles as well as morphs and animations are always a serious problem for plugin programmers. :)
 
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fnord23

Senior user
#9
Apr 13, 2008
so what tools do you guys use?
 
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vaernus

Senior user
#10
Apr 13, 2008
Your best bet is a good 3D modeling program that can export 3DS, and NWmax. NWmax itself needs 3D Studio 6-8 or Gmax to work. If you are building terrain, I would read up on NWN .set files that need to be created to make the terrain work. Otherwise, NWmax will create .mdl files that can be used as placeables without anything else special.
 
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a1x2e3l

Senior user
#11
Apr 14, 2008
Your best bet is a good 3D modeling program that can export 3DS, and NWmax. NWmax itself needs 3D Studio 6-8 or Gmax to work.
Click to expand...
Probably I am missing something: .3ds is a mesh format (not the best one BTW), no way to deal with any other "models" like animations. I do not understand for what .3ds EXPORT is so crucial - NWmax has exporter and gMax is a reliable 3D modeling software. NWmax is a set of scripts for gMax (a free crippled version of 3ds Max4 without Character Studio):http://nwmax.dladventures.com/In the accompanying NWmax documentation nothing is mentioned about any compatibility with commercial Max versions, but
NWmax is designed along the same lines as the Aura scripts from Bioware and the MDL Suite.
Click to expand...
Here is the info about Aura scripts themselves: Neverwinter Export Scripts for 3DSMax These scripts can be used with 3DSMax 3.0 / 3.1 / 4.2 / 5.0 to convert model's created in 3DSMax into a format that the BioWare Aurora Engine can read.http://nwn.bioware.com/downloads/max_script.htmlSo, there is nothing about Max versions 6-8. SDK and MaxScripts of these versions are pretty different from the older ones. Vaernus, are you using Max/gMax yourself? :)
 
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vaernus

Senior user
#12
Apr 14, 2008
I'm just relaying what we have found using Djinni and 3D programs. We have already imported terrain and models into Djinni and tested them. Geralt is happily running over these new areas. And we have imported new placeables and models. I will get our lead 3D artist on here so he can explain better for everyone looking to import new models into Djinni and what tools are needed, as well as requirements. :)
 
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vinniemc

Senior user
#13
Apr 14, 2008
Hello,, I am Lead Modeler for Strands of Destiny and would like to outline a few things I have found out..NWNMax is a set of scripts/plugins made by the DLA group for NWN1. These were then later bundled into a exec called "NWmax-3ds6-v0_8setup.exe relating to it being the exporter for max versions 6 to 8This exporter adds in various modifiers that the nwn engine needed to recognize the model. ie.. aurabase,auralights etc. as wellas exporting the model in mdl format.You can use NWNMax with those max versions and generate a .mdl(uncompiled .mdb model) that will be importable into Djinni and the game.If you require any assistance in this subject please feel free to pm me and we can discuss it further.CheersVinnieMc
 
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johnblah1231

Senior user
#14
Apr 16, 2008
u guys seem to know a lot about modelling :beer:so i kindly ask to share some of your knowledge..after a lot of playing around with the plug-ins i managed to import a model into max9 (using NWmax-gmax-v0_8)its missing textures BUT has the geom+anims (as for the anims im not really sure because i havent tested it yet) :dead:question nr.1 :because i need to convert the mdb files to mdl first i only managed to import models from price of neutrality (so how do i change exsisting models to mdl)havent found a way to export opend mdb model from djinni into mdl.nr.2:do i have to resave all the dds textures into tga files for them to import correctly?hope someone can help me outthanks in advance
 
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vinniemc

Senior user
#15
Apr 16, 2008
Help is on it's way bud.Here is the link to the Official 3DS Max9 exporter by CDProject(revised). The tutorial is a basic one that is being constantly updated to reflect what we are learning about it.You can download the exporter files and pdf setup document at the top of the page.http://djinni.wikia.com/wiki/Model_ExportingAll textures are in DDS DXT1/5 format and are in sizes from 1024X1024 and up.At this time there is no way to convert .mdb (compiled model files) into .mdl (source model files). NWNMax also will crash your max trying to import larger more complex .mdl models.If you require any assistance with using this plugin or need further help please feel free to PM me and I will try to help you in any way I can..Happy Witcher modeling and I am looking forward to what you talented "Witchers" can come up with!!!CheersVinnieMc
 
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johnblah1231

Senior user
#16
Apr 16, 2008
i will look into it.. and come back buging with more questions, if something comes up..thanks a lot for the info !! (and very cool support from you guys.. )you help the community a lot :beer: for that !!thanks a lot once again ;)
 
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username_2060185

Forum veteran
#17
Apr 17, 2008
I'm sure you're like that:http://witcher.net.ru/uploads/Modding/Witcher3dsMax9Exporter_REVISED.ziphttp://witcher.net.ru/uploads/Modding/WitcherExporterTut.rar
 
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vinniemc

Senior user
#18
Apr 17, 2008
oops forgot to put the link in..haha Thanx Ksandr for putting that up,,john123 .. We thank you for the kind words bud and if you need anything you just shout and we will try our best to help you out.We are a community here and are all working to understand and create some awesome stuff using this editor and the more help we give each other the faster we can be adventuring into new realms of the Witcher...CheersVinnieMc
 
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