Gmax2PSP v.4 |
After quite some time of being quiet, homebrew developer Alatnet has updated his free 3D modeler application, Gmax2PSP. The last time we talked about this was way, way back in May and certainly, there has been a lot of changes with the app.
So what does it do? Well, basically, it is a 3D modeler that will allow gamers to create their own content for some game titles, provided that they are gmax enabled. It gives you the freedom to incorporate all the things you like into some of your games. Cool.
You can download the file through a provided link at the forum release thread. We also suggest that you read Alatnet's entire forum post as he provided a very useful how-to for this application. With all that aptly mentioned, here are the app's features and changelog.
Features:
- Export 3D models to lua 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 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 the code to a file (3ds max only!) or to the listener.
- The ability to have the utility in a window or on the side panel.
- Export 3D models to lua code format:
- Export options include:
- Export Target Cameras.
- Export 3D models to CC++ code format.
- 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.
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Comments [refresh]
mich laust der Affe *wow*
wot i wanna know is wot homebrews use this?
Um, it pretty much exports models from gmax/3ds max to one of the following code formats: Lua, C\C++ (Not supported yet), and PSPGL (Also not supported yet).
Almost any homebrew that use Lua or C\C++ (cus PSPGL is C\C++ code and the exporter exports to C\C++ but with PSPGL form).
I remember the very obscure first release for this...couldn't get it to work properly on Lua, then...I'm glad this is still being worked on...Cheers alatnet. I'm looking forward to C++ implementation.
me most tepidly the ape!? German is fun.
I have 3ds Max 8... It's such a powerful program from Autodesk. I know how to use the reactor physics engine, mental ray renderer, space warps, wiring parameters, modifiers, material editor, motion mixer... I could go on and on. Anyway, I've done a little Lua PSP programming in the past, and I'll check out this script. I think exporting to Lua script format is very interesting. It shows just how good MAX is because it's so customizable through script creation.