Men of War: Assault Squad features a completely new cooperative skirmish game mode with access to five different nations (Russia, Germany, USA, Commonwealth and, for the first time ever in the Men of War series, Japan) as well as increased realism and accessibility.

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How to export objects from 3DSMax to the game engine of Men of War

Posted by bassmaniac on Dec 13th, 2012
Intermediate Players Modelling.

This tuto will help you to export a static object from 3DSmax to GEM2 (game engine of Men of War): First, you need to have one of the 32-bit versions of 3DS Max (8, 9, 2008 and 2009 because the DMS plugin exist only for this versions. (*Note that it exist a 3dsMax 2010 exporter plugin available on bestway site but it's only in Russian language)

You must have the DMS Exporter plugin fom 3DSmax to GEM2 (install it in the plugin folder of 3DSmax). You can find it here:

1/your 3d model must be define in low poly (10 000 polys is a maximum polycount for GEM2), to avoid any lag in game) and should be well cleaned (no double faces, isolated vertices, bad coordinates etc..) to avoid errors in game.

The skin of your 3d object must be well defined (the difficulty is to do the UVunwrap that is a nightmare on Max). At final, the skin must be a single dss, jpeg or bmp file (if you define colors directly from 3DSmax for you object, there is chances to have bad results in game)
You have to define separatly :
- 1 bump file with a name: or (this file give relief illusion on some parts without needing to define theses thin relief in 3d, to reduce weight of the 3d model)
- 1 specular file with the name
- 2 damage skins files: model_x.dss et

The 3d model must be well scaled (measures in Meters in 3DSmax) and it must be oriented on the world axis. (X in front, Y in the left), Z to the up).

When everything is ok:
2/ you have to name your model ("Body" for example), edit it's "object properties" in Max:
ID=Body (for example)

(If you have more than one part in your model, each must have a unique name and it's own collision volume)

3/ You have to create a dummy, name it "basis", and edit it's "object properties" in Max :
Model= (name of your model)

4/create a colision volume (a simple form such box, sphere, cylinder bigger than your model), name it "body_vol", and edit it's "object properties" in Max :
Thickness=10 (example)

Now "Link" the body_vol to the body and the body to the basis

Now you can export your model (export/MDL option) from 3DSMax 2009 to Gem with the MDL plug.
By defaut, it will be writed in C:\theGame\ (your model name folder) and If everything ok, you should find mtl, mdl, poly, vol and bmp/ files in this folder..
(if not, there is errors on exportation and you have to check everything, and redo it)

Now you can copy this folder to your mod folder

For more infos, here you will find 2 very good tutos from cromtec (for modelling vehicules and tanks+ 1 3dsmax example file) and some goodies (tutos, exporter plugin, etc..):

Hope it will helpfull.

Ps: For animation, i can't help you because i'm still learning it..

Post comment Comments
λpone Dec 13 2012, 5:12pm says:

Thank you.

+2 votes     reply to comment
superwasweissichdenn Dec 17 2012, 8:28am says:

Thaks very much!

+2 votes     reply to comment
COMBENIC Dec 31 2012, 5:47am says:

Can we import a model from MoW to 3ds max?

+1 vote     reply to comment
bassmaniac Author
bassmaniac Mar 22 2013, 3:25pm replied:

No you can't! the 3d models of the game are crypted (.ply files) so can not be open by any software)
This tutorial is only to import a 3D Model from 3DSmax to GEM2 (not the inverse)

+1 vote   reply to comment
Guest Jan 12 2013, 7:12pm says:

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bassmaniac Author
bassmaniac Jan 14 2013, 8:36pm says:

This type of error mean that you didn't link the dummy to the body or you didn't select it for the export (hidden for example), or you write something wrong in it's "object properties"

+1 vote   reply to comment
Guest Jan 21 2013, 4:54am says:

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Auddey Jan 25 2013, 10:50am says:

thank's bro been looking for a helicopter tut and this is helping

+1 vote     reply to comment
samuelb989 Aug 18 2013, 5:14pm says:

Is there any video tutorials ?

+2 votes     reply to comment
Foreign371 Oct 25 2013, 3:57pm says:

hi is there anithing that works for max 2009

+1 vote     reply to comment
Frayuk Nov 25 2013, 2:36am says:

The earliest version of 3ds Max I can get is 2011. Is it possible to import objects without the plug in?

I've tried copying existing objects and replacing them with my own PLY object from Blender, then alter the script files accordingly, but so far I've just been given errors. Is it impossible to do it this way, or do you absolutley need 3ds Max and the exporter plug in?

+1 vote     reply to comment
AubeSangante Nov 27 2013, 1:03pm says:

Have you any link for the 2010 version folder ? (since 2009 version don't support sketchup models and im trying to adapt some sketchup modesl into MoW).

+1 vote     reply to comment
JasperG2011 Dec 8 2013, 2:00pm says:

Do you have a link for the 2010 verson of the plugin?

+1 vote     reply to comment
bassmaniac Author
bassmaniac Dec 23 2013, 4:56am replied:

If you click on the link at the end of the tuto, you will find the Mdl exporter plugin files. It works for both 3DSMAx 2009 and 3DSmax9 (maybe also for 3DSmax 2010 but it's not sure: Try it and see)

+1 vote   reply to comment
GHOST-WARRIOR15 Nov 12 2014, 1:55am replied:

hi how d i make a human skin for MoW please help

+1 vote     reply to comment
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Men of War: Assault Squad
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Released Feb 23, 2011
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