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