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How to use gmax

Josh

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Not a lot of people know about this, but back in 2001 Discreet (before the company was purchased by Autodesk) released a free version of 3ds max for modding games. Back then game file formats and tools were much more highly specialized than today, so each game required a "game pack" to customize the gmax interface to support that game. I think the idea was to charge the game developer money to add support for their game. Gmax supported several titles including Quake 3 Arena and Microsoft Flight Simulator, but was later discontinued.

I personally love the program because it includes only the features you need from 3ds max for hard surface modeling. It's basically a stripped down version of 3ds max with only the features you need.

Gmax_1.2_(screenshot).png.52bf6ca89c82ae24d955de067a793107.png

Gmax still survives today, apparently in the custody of Turbosquid. You can download it here. You need the gmax 1.2 installer and the Tempest game pack for Quake 3. You will also need to request a free registration key from Turbosquid. After installing gmax, you can simply find the MD3 export plugin ("md3exp.dle") in the Tempest game pack download and copy that to your "C:\gmax\plugins" directory to enable export. There is also an optional  There is also an optional MD3 import script by Chris Cookson which is uploaded here for safekeeping:

q3-md3.ms

With the plugin system in our new engine I was able to add support for loading Quake 3 MD3 models, so you can export your gmax models and load them up in the new engine. However, there are some restrictions. The MD3 file format uses compressed vertex positions, so your vertex positions have a limited range and resolution. Additionally, there are restrictions on what you can do with the gmax program, so take a look at the licensing terms before you do anything. Still, it's a fun program to have and this is a nice feature to play around with.

 

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You might actually be able to use it for commercial games:

Quote

1. Grant of License.
a. Installation and Use.
Autodesk grants to you a personal, nonexclusive license to make and use the Software for the
purpose of designing, developing, testing, and producing game content provided that you are the
only individual or entity using said Software and provided that you do not modify or alter the
Software. You may also make personal copies (either in hard copy or electronic form) of any
electronic documents included with the Software only for your personal use on your premises.
This license is not sublicenseable by you without Autodesk’s prior written permission.

https://www.turbosquid.com/Download/?ID=L567261&DLC=4GYYVMKP7G

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  • Blog Entries

    • By Josh in Josh's Dev Blog 2
      Documentation in Leadwerks 5 will start in the header files, where functions descriptions are being added directly like this:
      /// <summary> /// Sets the height of one terrain point. /// </summary> /// <param name="x">Horizontal position of the point to modify.</param> /// <param name="y">Vertical position of the point to modify.</param> /// <param name="height">Height to set, in the range -1.0 to +1.0.</param> virtual void SetHeight(const int x, const int y, const float height); This will make function descriptions appear automatically in Visual Studio, to help you write code faster and more easily:

      Visual Studio can also generate an XML file containing all of the project's function descriptions as part of the build process. The generated XML file will serve as the basis for the online documentation and Visual Studio Code extension for Lua. This is how I see it working:

      I am also moving all things private to private members. I found a cool trick that allows me to create read-only members. In the example below, you can access the "position" member to get an entity's local position, but you cannot modify it without using the SetPosition() method. This is important because modifying values often involves updating lots of things in the engine under the hood and syncing data with other threads. This also means that any method Visual Studio displays as you are typing is okay to use, and there won't be any undocumented / use-at-your-own risk types of commands like we had in Leadwerks 4.
      class Entity { private: Vec3 m_position; public: const Vec3& position; }; Entity::Entity() : position(m_position) {} It is even possible to make constructors private so that the programmer has to use the correct CreateTerrain() or whatever command, instead of trying to construct a new instance of the class, with unpredictable results. Interestingly, the constructor itself has to be added as a friend function for this to work.
      class Terrein { private: Terrain(); public: friend shared_ptr<World> CreateTerrain(shared_ptr<World>, int, int, int) }; The only difference is that inside the CreateTerrain function I have to do this:
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    • By Josh in Josh's Dev Blog 8
      An often-requested feature for terrain building commands in Leadwerks 5 is being implemented. Here is my script to create a terrain. This creates a 256 x 256 terrain with one terrain point every meter, and a maximum height of +/- 50 meters:
      --Create terrain local terrain = CreateTerrain(world,256,256) terrain:SetScale(256,100,256) Here is what it looks like:

      A single material layer is then added to the terrain.
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    • By Josh in Josh's Dev Blog 0
      A new update is available for beta testers.
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      Precompiled headers have been integrated into the example project. The Debug build will compile in about 20 seconds the first run, and compile in just 2-3 seconds thereafter. An example class is included which shows how to add files to your game project for optimum compile times. Even if you edit one of your header files, your game will still compile in just a few seconds in debug mode! Integrating precompiled headers into the engine actually brought the size of the static libraries down significantly, so the download is only about 350 MB now.
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      Almost all the pre-processor macros have been removed from the Visual Studio project, with just a couple ones left. Overall the headers and project structure have been massively cleaned up.
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