Importing SODs -1 reply

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k_merse

Evolution

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1st October 2007

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#1 10 years ago

Greetings! Here is my problem: I have 3ds max 9.0.. I want to import SODs but I can't find any plugin for that. I've found somewhere one (I don't remember) but it only works whit 3ds 3.1 and 4.0. Could anybody help me? I know, that this is a n00b question, but nobody is perfect :rolleyes:




exodus_499

... soon to be "reconditioned"

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16th April 2007

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#2 10 years ago

*Yet* another question which I could use myself... I think that the only 3dmax plugns are the ones you mentioned above, and so the answer is probably no. Still, there's always hope..... Right?




Freyr VIP Member

A2Files Staff

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6th February 2005

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#3 10 years ago

The only working plugin publicly available is the milkshape one IIRC.

Milkshape SOD importer/exporter, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 Modeling Tools




Guest

I didn't make it!

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#4 10 years ago

There are several other importers on the MS3d website and you can get a trial copy of milkshape for free. But that is thonly public sod importer.




Atlantis

The Confused Vorlon

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2nd November 2002

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#5 10 years ago
k_merse;4162223Greetings! Here is my problem: I have 3ds max 9.0.. I want to import SODs but I can't find any plugin for that. I've found somewhere one (I don't remember) but it only works whit 3ds 3.1 and 4.0. Could anybody help me? I know, that this is a n00b question, but nobody is perfect :rolleyes:

Yeah the only plugin for 3DSMax is an EXporter, which only works for 3.1, 4, and 5.

There's a lot of controversy about the importion (is that a word? it is now) of .sod files...

That said, which ones are you after importing?




Freyr VIP Member

A2Files Staff

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6th February 2005

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#6 10 years ago

Atlantis;4162266Yeah the only plugin for 3DSMax is an EXporter, which only works for 3.1, 4, and 5.

There's a lot of controversy about the importion (is that a word? it is now) of .sod files...

Importation. =p

That said, which ones are you after importing?

If your after learning about how the models work you are able to import the stock models with the publicly available importer.

If your after importing models that don't belong to you then you need to contact the author for permission to use the model in any case, and our modelers prefer people to simply ask for the original format model. If they would have granted permission to use it then they will give you the model, if they don't grant permission to use it then you can't do anything with it anyway and having the ability to import the model is pointless.

There is a unlocked importer that the community's long standing modelers have and they don't mind sharing it with other modelers when they are confident that you are a moddeler and not someone just out to steal their work and convert it to another game. However, this is not publicly available.




K7AV

The Mystical Machine Gun

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2nd October 2005

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#7 10 years ago

there was a big long going fight about it so it was pulled. I find it more challenging and fun to create from scratch or try to use an example to give inspiration for a model. the plus side to the situation is that milkshape does have .3ds importers, so what ever you make in max can be ported to milkshape for final cleanup and packaging.




Guest

I didn't make it!

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#8 10 years ago
Freyr;4162250The only working plugin publicly available is the milkshape one IIRC. Milkshape SOD importer/exporter, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 Modeling Tools

Not strictly true. While she doesn't seem to handle the rotation of hardpoints all that well, Ultimate Unwrap 3d has a lovely SOD Importer that even allows you to import a model, store the hardpoints, sprites and emitters as a text file, then alter the model (maybe a texture or a small kitbash) and then export with the same hardpoints, sprites and emitters with no need to redo the whole hierarchy. Also if you make a model from scratch, say in 3ds, and import it in Ultimate Unwrap 3d and then export as SOD, it will automatically make a basic (no hardpoints etc) hierarchy for you, so you can very quickly test a new model ingame without needing to make a whole new hierarchy for it. The only reason I use the MS3d Importer now is to import models while keeping their hardpoint rotation intact. (although I am not even sure if it does that, I do know that hardpoint rotation works in MS3d and not in UU3d, so I may need to redo all the hardpoints in MS3d to get my aft and starboard/port guns)