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.

Post tutorial Report RSS How to export a 3DSmax object to Men of War

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

Posted by on - 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: Digitalmindsoft.eu

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: Model_bp.dds or model_bump.dds (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 model_sp.dds
- 2 damage skins files: model_x.dss et model_xx.dds

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:
Poly
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 :
Type=Game_entity
Model= (name of your model)
IKmin=0
IKmax=0

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 :
Volume
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/jpg.dds 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..):
Mediafire.com

Hope it will helpfull.
Cheers,
Bass

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

Comments
λpone
λpone

Thank you.

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superwasweissichdenn
superwasweissichdenn

Thaks very much!

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COMBENIC
COMBENIC

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

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bassmaniac Author
bassmaniac

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)

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fatcharles7500
fatcharles7500

is there a way to do the inverse?

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bassmaniac Author
bassmaniac

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"
Cheers,
Bass

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Auddey
Auddey

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

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samuelb989
samuelb989

Is there any video tutorials ?

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Foreign371
Foreign371

hi is there anithing that works for max 2009

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Frayuk
Frayuk

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?

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AubeSangante
AubeSangante

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).

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JasperG2011
JasperG2011

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

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bassmaniac Author
bassmaniac

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)

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GHOST-WARRIOR15
GHOST-WARRIOR15

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

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AlexDraco223
AlexDraco223

You can export a model from World of Tanks to AS2? If is that how to do it?

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Darkflames1978
Darkflames1978

How does this work now? Do I still need 2010 or is there one for 2016 by now?

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Beta99
Beta99

The plugins cover from 2008 to 2015.

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Darkflames1978
Darkflames1978

Thanks, Aren't you a member of the galaxy at war mod?

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Beta99
Beta99

No.
Moddb.com

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MasterChief0976
MasterChief0976

Hello

I have a problem, I made a body volume but 3ds max says Non-Convex Polygonal volume. In the Editor there is a perfect Volume but it dont works perfect... :(

Can anyone help me?

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ddarmy
ddarmy

Dude I cant get 3dsmax My computer cant run it. Can we use blender to export

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ddarmy
ddarmy

ddarmy ddarmy Sep 17 2016
Dude I cant get 3dsmax My computer cant run it. Can we use blender to export

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Men of War: Assault Squad
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1C Company
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