
Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 11, 2010 05:29 PM
Msg. 1 of 22
I need some help with 3ds max. How do I make a .JMS out of a .MAX?
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Apr 11, 2010 05:32 PM
Msg. 2 of 22
If its max 8 or earlier then use blitzkreig. or bluestreak
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 11, 2010 06:12 PM
Msg. 3 of 22
yeah sry i wasnt more descriptive im using 3ds MAX 2010
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ThE EmO
Joined: Apr 12, 2010
NO WAI!!
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Posted: Apr 12, 2010 04:57 AM
Msg. 4 of 22
Um....so you are using 3ds max 2010 yes? if yes then im not entirely sure if there is a .jms exporter plugin for that yet try youtube it helps :D or use 3dsmax 6,7 or 8 because they have .jms exporter plugins and a gbx model importer :D
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shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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Posted: Apr 12, 2010 05:27 AM
Msg. 5 of 22
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Apr 12, 2010 07:23 AM
Msg. 6 of 22
YEEEEAAAA You found the right guy here!! I know how to do this! I got 3ds max 2010 myself! Don't try any of those other exporters as far as I know they all fail whit this! You need JMS exporter (thts thae name of the program). If you try it whit the wrong version of jms exporter i belive it doesn't work eigther but I think this one works: http://hce.halomaps.org/index.cfm?fid=3819 Instuctions: Download the file und unpack it somewhere on your pc. Go to your 3ds max directory and find the map plugins (or plugin) Copy paste the .ms file you unpacked in the plugins directory. If it all worked you see a jms exporter window when you run 3ds max. Advise: I'm not sure if 3ds max 64 bit version works for making halomaps, I always use the 32 bit version but idk if that mathers. Tell me how it went :) (post reply) NOTE: This is version 1.0.2 The post above gives you 1.0.1 and 1.0.3 , but I use this one and I know this works fine... I'm not sure what 1.0.3 does but i recomend using 1.0.2 since far more people downloaded that one and it got a user rating, whitch makes it more reliable. NOTE 2: Don't forget to convert everything to a EDITEBLE MESH. I do not mean EDIT MESH! This is becaus it otherwise might harms your model. Do this by selecting the objects and richtclick-> convert to -> editeble mesh. Edited by Niels on Apr 12, 2010 at 07:26 AMEdited by Niels on Apr 12, 2010 at 07:29 AM
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xsnoder
Joined: May 29, 2009
~xofect~flem~
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Posted: Apr 12, 2010 11:48 AM
Msg. 7 of 22
the map is compiled into the /maps directory also how does one make a .MAX into a .JMS? Download the new jms exporter from halo maps and put it in the scripts folder of 3ds max. when you are ready to compile click on maxscript, click run, click on or find the directory that your jms expoter script is example: c:\program files\autodesk\3ds max 2010\scripts"jmsexporter" make sure you have saved the model and have all the textures, bitmaps, ready as well (shaders ect...) then click export jms data. Any problems it will let you know right there, our in the debug of the halo root dir. Hope it helps http://hce.halomaps.org/index.cfm?fid=5196 jms exporter also, Like refuesandresist said, save too your halo ce data map folder, in the model folder for the map you are working on. Edited by xsnoder on Apr 11, 2010 at 08:01 PM I am running 3ds mx 2010. I use version 2 and 3 jms exporters and they work for everything I do. Edited by xsnoder on Apr 12, 2010 at 11:49 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 12, 2010 12:39 PM
Msg. 8 of 22
ok thank you all!
one more thing
how would I make a model of a peli into a vehicle or scenary tag?
I know this might sound dumb but I am new to 3ds max
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Apr 12, 2010 03:41 PM
Msg. 9 of 22
There are variouts tutorials for that in this forum on the actual halomaps.org and on youtube. I think what you ask is to mutch to explain so pleas see one of those tuturials.
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xsnoder
Joined: May 29, 2009
~xofect~flem~
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Posted: Apr 12, 2010 10:12 PM
Msg. 10 of 22
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Apr 13, 2010 12:00 PM
Msg. 11 of 22
ok thanks
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Apr 13, 2010 12:59 PM
Msg. 12 of 22
Your welcome.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 19, 2010 09:56 PM
Msg. 13 of 22
Quote: --- Original message by: Niels Your welcome. heh heh hhe Its not exporting to well. -Skipdrow
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: May 20, 2010 03:21 AM
Msg. 14 of 22
IT is whit me... perfectly exporting. What's wrong?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 20, 2010 12:08 PM
Msg. 15 of 22
Quote: --- Original message by: Niels IT is whit me... perfectly exporting. What's wrong? Either to many actors or no geometry. I dunno why though. -Skipdrow
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 20, 2010 01:53 PM
Msg. 16 of 22
ok, you have 1 frame and how many objects?
The no geometry to export means that you did not link the object/s to frame properly. The other one means that you also did not link the object/s to frame properly.
select all the objects except the frame, then use the link tool, then open the select by name, then select the frame and hit link. export.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 20, 2010 02:46 PM
Msg. 17 of 22
Quote: --- Original message by: Maniac1000 ok, you have 1 frame and how many objects?
The no geometry to export means that you did not link the object/s to frame properly. The other one means that you also did not link the object/s to frame properly.
select all the objects except the frame, then use the link tool, then open the select by name, then select the frame and hit link. export. Hmmm All I have is I exported the scorpian tank to retexture it and all I changed was textures. Do I have to link ''frame'' to every single item on the scene? And I am using 3ds MAX 8 -Skipdrow
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 20, 2010 10:56 PM
Msg. 18 of 22
There is always something to link to. i think for the scorpion its probably frame_hull , link everything to that. remove the box named "frame" , if you added one. The frame is only for bsp,s
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 21, 2010 08:51 AM
Msg. 19 of 22
Quote: --- Original message by: Maniac1000 There is always something to link to. i think for the scorpion its probably frame_hull , link everything to that. remove the box named "frame" , if you added one. The frame is only for bsp,s Ooooohhhh In get it. 'Cept how do I know what to link stuff to? I am guess that ''frame_hull'' gets linked to objects 1, 2, 3, and 4. Although what do all ther other frame things get linked to? Anybody know? -Skipdrow
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 21, 2010 02:18 PM
Msg. 20 of 22
When you import the gbx model, it should be linked properly already, i think.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 21, 2010 04:26 PM
Msg. 21 of 22
No no no! Link the objects TO the frame! TO it! Geometry linked to frame_hull frame_gun or whatever to frame hull #primary_trigger to the frame gun
marker>sub-frame>frame_hull
The frame_hull is at the TOP of the hierarchy.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 21, 2010 07:06 PM
Msg. 22 of 22
Quote: --- Original message by: SlappyThePirate No no no! Link the objects TO the frame! TO it! Geometry linked to frame_hull frame_gun or whatever to frame hull #primary_trigger to the frame gun
marker>sub-frame>frame_hull
The frame_hull is at the TOP of the hierarchy. Ha ha ha. So I link objects 1 through whatever to "Frame_hull" Then I link everything else to the other frames then I attach those frames to "Frame_hull" -Skipdrow
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