Home | Creating 3D models with GMax for Racer. |
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Introduction
GMax can be used to create 3D models for Racer through its Quake3 exporter. GMax has been discontinued since 2005 but may be still useful for some. You will need Racer v0.8.7's Modeler to be able to import them; earlier versions didn't completely import all.
Installing GMax & plugins
Download GMax from here, then download the MD3 exporter from here (originally created by Chris Cookson).
Open the MD3 exporter .zip and place the plugin (ExportMD3.dle) in GMax's plugins directory (for example, c:\gmax\plugins). Then run GMax. Test it by making a box, selecting 'File' -> 'Export' and try to export a QuakeIII model. You must need to enter a frame (just enter '1') to get it to export. Then run Racer's Modeler and import the MD3.
There is a very crude example GMax file which should work here.
Peculiarities
The MD3 exporter only exports the texture filename, not the material name itself. This means you have to supply textures with appropriate names to get them to work in Racer. For example, creating a material and selecting a Diffuse bitmap called 'c:/test/abc.jpg' will create the material 'abc' on export. In Racer's shader files (car.shd for example) you would use 'shader_abc' to overrule the material.
Final Notes
The MD3 importer has almost not been tested, so you may find problems with it. Notify me if Modeler crashes with the .md3 in question (and if possible also the .gmax file).
(last updated November 13, 2012 )