Gmax2PSP v5: now with C/C++ export powers |
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We missed Alatnet and his uber-useful 3D modeling application Gmax2PSP. He recently came back into the fray with version 4 of his program and less than 48 hours later, he's come up with Gmax2PSP v5.For those who haven't heard of it, homebrewers can use this to make custom content for their games, so long as they're gmax-enabled. The big addition to version 5, as a result of popular demand, is the ability to export models from C/C++. Yes, homebrewers, it's the programming addition you've been waiting for, and it's ready for you to pick up and use at will.
Now, some words of advice. You'll want to check out the version 4 forum thread for instructions on installing and using the program. It's always a good idea to know what you're getting into, else you could run the risk of harming your PSP. That being said, if you want to give him props for version 5, visit the v5 discussion thread, and if you want to report bugs and other errors that need addressing, visit the v4 discussion thread. Enjoy!
New Features:
- New layout.
- Export 3D models to CC++ code format:
- Export options include:
- Export models by world pos instead of by object pos.
- Export models that have textures.
- Export Target Cameras.
- Export models that have use Standard Materials or Multi-Materials.
- Export the code to a file (3ds max only!) or to the listener.
- Export models with helpful or detailed information such as:
- How many Vertexes, Edges, and Faces the model has.
- Labels where the materials are.
- Labels when the code of the model starts and ends.
- Labels the vertex of the model code.
- Export 3D models to PSPGL code format.
- Export Spotlight to Lua, CC++, or PSPGL code format.
- Export grouped 3D objects (whether model, camera, or spotlight).
- Export Animated Scenes.
- And posibly some more stuff.
21 Jumps Custom firmware 5.50GEN-D now out
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Comments [refresh]
its ok i guess. lol
dont know how ot use all the features but ill figure them out. thnks dude,
i just totally wet my pants