3ds max to Zmodeler conversion problem

Posted by senna9194 
3ds max to Zmodeler conversion problem
Date: July 28, 2010 07:10PM
Posted by: senna9194
Hi everybody,

since some time i'm working with 3ds max on a fantasy car,and today i tried to export the front wing to check it in zmodeler(with .3ds format),but when i opened the front wing with zmodeler i noticed there were some unwelded vertexs,so i exported it in .gp4 format,opened it with gp4builder and welded the vertexs.but when i do that,normals get messy on the end of the plates

this is the front wing after the "welding action":



before the conversion i made sure to have set all the polys with the same smoothing group.In 3ds max those black parts on the end weren't showed(only if i chosen smooth 30,but didn't apply that...)

i hope someone can help me to fix this problem:-)

paolo



My GPGSL Career
Re: 3ds max to Zmodeler conversion problem
Date: July 28, 2010 07:43PM
Posted by: Hades
Probably there is a big angle between polys and you're using just 1 smoothing group and that's why you get defect normals. So solution should be to detach those polys.
Re: 3ds max to Zmodeler conversion problem
Date: July 28, 2010 09:02PM
Posted by: senna9194
Hades Wrote:
-------------------------------------------------------
> Probably there is a big angle between polys and
> you're using just 1 smoothing group and that's why
> you get defect normals. So solution should be to
> detach those polys.


so,you mean creating a separated object for those polys?



My GPGSL Career
Re: 3ds max to Zmodeler conversion problem
Date: July 28, 2010 09:03PM
Posted by: Lo2k
It could be due to several things, could you post a GP4 Builder pic with normals display on, faces edges (F4) and showing the wings from a diagonal point of view ?





Edited 1 time(s). Last edit at 07/28/2010 09:04PM by Lo2k.
Re: 3ds max to Zmodeler conversion problem
Date: July 28, 2010 09:09PM
Posted by: Hades
senna9194 Wrote:
-------------------------------------------------------
> so,you mean creating a separated object for those
> polys?

When you're smoothing objects in max you can't just use 1 smoothing group and get nice normals. Since games use just 1 smoothing group then you have to use option "detach to element". So basically when you have edges that are separated more then 90 degrees use detach option.
Re: 3ds max to Zmodeler conversion problem
Date: July 28, 2010 11:45PM
Posted by: senna9194
Lo2k Wrote:
-------------------------------------------------------
> It could be due to several things, could you post
> a GP4 Builder pic with normals display on, faces
> edges (F4) and showing the wings from a diagonal
> point of view ?

here's the pic:


Hades Wrote:
-------------------------------------------------------
> senna9194 Wrote:
> --------------------------------------------------
> -----
> > so,you mean creating a separated object for
> those
> > polys?
>
> When you're smoothing objects in max you can't
> just use 1 smoothing group and get nice normals.
> Since games use just 1 smoothing group then you
> have to use option "detach to element". So
> basically when you have edges that are separated
> more then 90 degrees use detach option.

i've tried to do what you say(detaching to element),but then,shall i apply another smoothing group?



My GPGSL Career
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 01:11AM
Posted by: Hades
No, the same smoothing group because the game only supports one. Sorry if I don't explain very clear but this tutorial will help you [www.mbdevteam.com] :)
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 10:21AM
Posted by: senna9194
Hades Wrote:
-------------------------------------------------------
> No, the same smoothing group because the game only
> supports one. Sorry if I don't explain very clear
> but this tutorial will help you
> [www.mbdevteam.com]
> _lm_tutorials/smoothing/frmtutorial.html :)


ok mate i followed the tutorial and it worked,but when i export it in zmodeler(in .3ds format) i still have the problem of the unwelded vertexs(as you can see on chamfered parts)



when i try to fix it in gp4builder i come back to first post's pic...



My GPGSL Career
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 12:07PM
Posted by: Hades
What exactly did you detach in 3ds max? And btw sometimes even if you do everything right in max you can also expect broken vertices when you convert it. Unfortunately that due to the .3ds format :(
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 12:11PM
Posted by: senna9194
Hades Wrote:
-------------------------------------------------------
> What exactly did you detach in 3ds max? And btw
> sometimes even if you do everything right in max
> you can also expect broken vertices when you
> convert it. Unfortunately that due to the .3ds
> format :(


i went to select by SG and select 2.and noticed that some parts were allocated to it,so i detached them.after having made it for 3 and 4 too,i checked the shape with autosmooth and saw that then all polys were using one smoothing group(1)



My GPGSL Career
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 12:24PM
Posted by: Hades
Just detach those vertices at the back of each plane, nothing else. If it still doesn't work and you properly detached than I guess you have to recalculate normals in zmodeler.
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 01:08PM
Posted by: senna9194
Hades Wrote:
-------------------------------------------------------
> Just detach those vertices at the back of each
> plane, nothing else. If it still doesn't work and
> you properly detached than I guess you have to
> recalculate normals in zmodeler.


i tried with another version of that front wing(this time a 2 elements one)


anyway,i solved it by rotating the normals for those vertexs

this is a shot of the same wing in gp4builder after manual fix(normals are showed)

and this is one without normals


now i'll reply it to the 3 elements wing:-)

thx for the help:-)



My GPGSL Career
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 02:06PM
Posted by: KoenCalleyl
Well,

The problem is, that the 3ds export plugin was originally made to convert .max files from a newer version of 3DS Max to an older version. Which is not possible by using the default .max file. In order to perform this operation, 3DS Max has to reduce a lot of the information, which get lost while exporting to .3ds.

The smoothing group(s) you used, while smoothing the model in 3D Studio Max won't matter, it's all in the plugin. Even if you import a .3ds file into 3DS Max, it will look broken aswell. To solve your problem, you do not really have to manually rotate the normals. Just weld all vertices together, and the polygons which contain the rear edge of the elements should be detached. After that, you'll see broken normals again. Then weld the vertices with the rest of the front wing elements ( do not weld the ones at the rear). In the image below I tried to show what I mean.

Good luck, and hopefully I'm welcomed to the forum :) - Been watching the WIPs on this one for years, I think it was time to register!





Game Stock Car: Formula Reiza - Formula Extreme

MMG F1 2008: 3D: Toyota, Force India, Ferrari, Williams, RBR, STR - 2D: Toyota, Williams, Super Aguri

FSOne 2007: 3D: Ferrari, BMW - 2D: Ferrari, BMW

RH 2006: 3D: All cars (cancelled) & RH 2005: 3D: All cars except Ferrari
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 02:18PM
Posted by: vesuvius
Welcome to the forum KoenCalleyl of course you are welcomed here :) hope to see some works from you in the future as have seen your works in past and they have been excellent!:)
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 02:46PM
Posted by: senna9194
KoenCalleyl Wrote:
-------------------------------------------------------
> Well,
>
> The problem is, that the 3ds export plugin was
> originally made to convert .max files from a newer
> version of 3DS Max to an older version. Which is
> not possible by using the default .max file. In
> order to perform this operation, 3DS Max has to
> reduce a lot of the information, which get lost
> while exporting to .3ds.
>
> The smoothing group(s) you used, while smoothing
> the model in 3D Studio Max won't matter, it's all
> in the plugin. Even if you import a .3ds file into
> 3DS Max, it will look broken aswell.

yep,i noticed it when i imported other cars that i fixed in 3ds max earlier

> To solve your
> problem, you do not really have to manually rotate
> the normals. Just weld all vertices together, and
> the polygons which contain the rear edge of the
> elements should be detached. After that, you'll
> see broken normals again. Then weld the vertices
> with the rest of the front wing elements ( do not
> weld the ones at the rear). In the image below I
> tried to show what I mean.

my problem is principally when i pass my models to zmodeler,and in zmodeler i don't think i can do what you say

> Good luck, and hopefully I'm welcomed to the forum
> :) - Been watching the WIPs on this one for years,
> I think it was time to register!
>
> [img715.imageshack.us]
> h.jpg

welcome to gpg KoenCalleyl



My GPGSL Career
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 03:01PM
Posted by: KoenCalleyl
Hehe, I have been working with Zmodeler for 2 years, you certainly can...the way the Zmodeler tools are named is different, if I remember correctly, this is how it was

Detach = Create/Object/Detach i think...Creates a second object from your selection: Select the faces you want to detach, click on the screen, I think a dialogue window pops up to ask for the name of the new object

Weld = Unify
Then Unify both to one piece again. Then 'Unify' the vertices I highlighted...

should get Zmod again to check for 100%



Game Stock Car: Formula Reiza - Formula Extreme

MMG F1 2008: 3D: Toyota, Force India, Ferrari, Williams, RBR, STR - 2D: Toyota, Williams, Super Aguri

FSOne 2007: 3D: Ferrari, BMW - 2D: Ferrari, BMW

RH 2006: 3D: All cars (cancelled) & RH 2005: 3D: All cars except Ferrari
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 03:12PM
Posted by: senna9194
KoenCalleyl Wrote:
-------------------------------------------------------
> Hehe, I have been working with Zmodeler for 2
> years, you certainly can...the way the Zmodeler
> tools are named is different, if I remember
> correctly, this is how it was
>
> Detach = Create/Object/Detach i think...Creates a
> second object from your selection: Select the
> faces you want to detach, click on the screen, I
> think a dialogue window pops up to ask for the
> name of the new object
>
> Weld = Unify
> Then Unify both to one piece again. Then 'Unify'
> the vertices I highlighted...
>
> should get Zmod again to check for 100%

zmodeler 2.0 or zmodeler 1.07?



My GPGSL Career
Re: 3ds max to Zmodeler conversion problem
Date: July 29, 2010 05:15PM
Posted by: KoenCalleyl
Zmodeler 1.07 - As soon as I switched to rFactor with the RH crew, we opted for 3D Studio Max, unfortunately Grand Prix 4 still requires Zmod.

The Unify option I was refering to is 'UniteSelect' - It's quite hard to figure out again how ZM is working :P



Game Stock Car: Formula Reiza - Formula Extreme

MMG F1 2008: 3D: Toyota, Force India, Ferrari, Williams, RBR, STR - 2D: Toyota, Williams, Super Aguri

FSOne 2007: 3D: Ferrari, BMW - 2D: Ferrari, BMW

RH 2006: 3D: All cars (cancelled) & RH 2005: 3D: All cars except Ferrari
Re: 3ds max to Zmodeler conversion problem
Date: July 30, 2010 08:32AM
Posted by: alexf1man
Can't you just open the GP4 file in zmodeler?
Re: 3ds max to Zmodeler conversion problem
Date: July 30, 2010 10:04AM
Posted by: senna9194
alexf1man Wrote:
-------------------------------------------------------
> Can't you just open the GP4 file in zmodeler?


there isn't any GP4 file at the start.at the start there's a fantasy car i'm modeling in 3ds max,and i wanted to test the finished pieces ingame:-)



My GPGSL Career
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