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Starfleet Command III Downloads > Utilities > Modeling Tools:
3ds max MOD plugins (Version 3, 4, or 5)
Filename: 3dsmaxr345sfcimpexppublicrelease.rar


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66.45 KB
Taldren
http://www.taldren.com/
3966
08-21-2005
Utilities > Modeling Tools


Average User Rating: 8.3
Number of Votes: 38
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3ds max MOD plugins (Version 3, 4, or 5) - File Description  


Description:
These two plugins will allow you to import/export a SFC model into 3ds Max 3, 4, or 5.

Do note the Max 4 plugin can be used with Max 5.



3ds max MOD plugins (Version 3, 4, or 5) - File Download Options  

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3ds max MOD plugins (Version 3, 4, or 5) - Readme  
Readme File:
These are the official Taldren plug-ins for 3D Studio MAX v3.x that are used to import models from and export models to Starfleet Command Volume II. Copy the files SFCImp.dli and SFCExp.dle to your 3D Studio Max "plugins" directory.

To import an SFC2 model into 3DS Max:

1) Select File/Import.

2) Change the file type to "Starfleet Command (*.MOD)".

3) Double-click on the desired MOD file. Note that all the textures for the object must be in the same directory as the .MOD file or the importer will not find them.

4) The Importer asks, "Is this a break-up model?" Break-up models (represented as ModelName_brk.mod in SFC2) are models sectioned into debris pieces that are displayed when ships explode. Choose YES for models specially-designed as debris pieces, and NO for all other models.

The Importer will then load all the geometry into Max and create a single multi/sub-object material with all the bitmaps assigned as textures in sub-materials. Each sub-material has a diffuse color map and may have a corresponding self-illumination map. SFC2 self-illumination maps are named exactly like the corresponding diffuse maps but with an "i" before the extension (for example, FCA_1_1i.bmp is the self-illumination map that goes with FCA_1_1.bmp).

Hardpoints (where weapons fire comes from) and damage points (where weapons fire connects to) are represented as dummy objects. Hardpoints are named Hardpoint1, Hardpoint2, etc., while damage points are named a1, a2, a3, b1, b2, b3, etc., in a clockwise ring around the ship.

The models for each different level-of-detail are each loaded up as a separate Max object. Object_1 is the highest LOD, Object_2 is less detail, etc.

Some models also have a break-up model file, represented as ModelName_brk.mod . These are models sectioned into debris pieces and are displayed when ships explode.

To Export 3DS Max geometry as an SFC2 model:

1) Select File/Export or File/Export Selected (Export Selected can be very useful if you have the LODs and the break-up model all in the same file; if just Export is used, all the objects in the Max file will be exported).

2) Change the file type to "Starfleet Command (*.MOD)".

3) Enter a name for the file.

4) The exporter asks "Force smoothing over the entire mesh?" Choosing yes will cause the exporter to disregard all Max smoothing information and smooth all connected polygons together. Currently, this is only used for planets and space backdrops.

5) The exporter says "Click YES to generate a standard model with multiple levels of detail or NO to create a single sectioned (break-up) model." Answering NO will cause the exporter to immediately generate the .MOD file, with each object in Max as a piece of debris in a break-up model. Answering YES will bring up another menu.

6) The exporter now needs to know at which distances you want SFC2 to display the different levels of detail. Note that the distances are in SFC2 units. You can also adjust the tolerance for the level-of-detail swapping (i.e., how sensitive the game is to dramatic camera shifts when switching LODs; the default value usually works fine) and choose to sort by model complexity (LOD1 is the object with the most polygons, LOD2 is the object with the next-highest number of polys, etc.) or by object name.

Have fun!

David T. Potter
Art Director, SFC2


3ds max MOD plugins (Version 3, 4, or 5) - User Comments  
The following comments are owned by the user that posted them. SFC3 Files is not responsible for their content.

Total comments: 20 | Last comment: 03-07-2006 at 14:28

 #1 - 08-21-2005 at 14:01
Mr_Tricorder
From: (College Station, Texas)
Joined: July 31st, 2002
Posts: 236
These plugins are already available in the SFC3 model tools here http://starfleetcommand3.filefront.com/file/Model_Tools;7945

 #2 - 08-21-2005 at 15:06
Sandtrooper
From:
Joined: June 15th, 2005
Posts: 171
but WHO HAS 3DS max 3, 4, 5? its $3,500, too F---ING expensive! Nobody would buy it unless you got that much money in your pocket....I ain't gonna buy it...

 #3 - 08-21-2005 at 18:17
Greenvalv
From: (Waggaman, LA.)
Joined: April 26th, 2004
Posts: 942
I wanted to make searching easier, cause not everyone is gonna guess that the plugins are in the SFC3 Model Tools.

 #4 - 08-21-2005 at 20:28
Mr_Tricorder
From: (College Station, Texas)
Joined: July 31st, 2002
Posts: 236
Sandtrooper, it doesn't cost that much for an old version of 3ds max. Version 7 is the latest one, which isn't compatible with these plug-ins. The hard thing about the older versions isn't affording them, it's FINDING them. I got lucky and found a copy of 3ds max 4 for very cheap. I also know that greenvalv recently acquired 3ds max 5. Believe me, there are plenty of people out there with 3ds max on their computers.

 #5 - 08-21-2005 at 21:23
Victory123
From:
Joined: October 4th, 2004
Posts: 60
I have Max 4, and it wasn't that expensive.

 #6 - 08-22-2005 at 04:08
Grebnedlog
From:
Joined: February 7th, 2005
Posts: 113
Unfortunately, I don't have a supported 3ds max version - but if there would be a Milkshape plugin supporting break models ...

 #7 - 08-22-2005 at 19:04
ss2gohan
From: (Pennsylvania)
Joined: January 22nd, 2005
Posts: 191
When you say pretty inexpensive, how much are we talking about?

 #8 - 08-22-2005 at 20:27
Greenvalv
From: (Waggaman, LA.)
Joined: April 26th, 2004
Posts: 942
They occasionally show up on ebay for $500. But ya' gotta keep throwing in different combinations of search words to find 'em......

 #9 - 08-23-2005 at 00:00
unifermiusmatty
From:
Joined: December 7th, 2004
Posts: 481
Hm, are there versions of these plugins for 3D s max 6?

 #10 - 08-23-2005 at 05:55
Greenvalv
From: (Waggaman, LA.)
Joined: April 26th, 2004
Posts: 942
Nada, only 3, 4, and 5....

 #11 - 08-23-2005 at 19:06
Mr_Tricorder
From: (College Station, Texas)
Joined: July 31st, 2002
Posts: 236
and before anyone asks, no. They don't work in gmax

 #12 - 08-24-2005 at 16:32
Guest (200141127134.user.veloxzone.com.br)
Joined: December 31st, 1969
Posts:
#2, you see, this software is this expensive bcuz like winxp pro, it´s made to be used in movie studios and other graphic related corporations. I use 3D studio max, and i love it. That plugin might come in handy, you never know....

 #13 - 08-24-2005 at 16:35
Ruivo
From: (São Gonçalo/Rio de Janeiro)
Joined: April 10th, 2004
Posts: 41
BTW, before anyone asks, when i said "like winxp pro", i've meant that it was made to be used by professionals in large corps!

 #14 - 08-25-2005 at 22:10
Sandtrooper
From:
Joined: June 15th, 2005
Posts: 171
Then I will start modeling as soon as I get my hands on 3Ds Max 5! TOOOOOOOOOOOOOOOOOOOOOOO EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYYYYYYYYYYYYYYYYYYYY
YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 #15 - 09-04-2005 at 00:31
Guest (217.75.199.96)
Joined: December 31st, 1969
Posts:
And for 3DsMax7??????

 #16 - 09-08-2005 at 16:06
Sandtrooper
From:
Joined: June 15th, 2005
Posts: 171
Nothing, Zip, Nada.....(we have Nada 3!)

 #17 - About this incopatibility issue - 09-10-2005 at 10:26
Rewasvat
Joined: September 10th, 2005
Posts: 52
I spend 3 days to download a FULL FREE copy of 3dsmax7(and it is working, full and free) and putted all these plugins in his "plugins" directory, but when I start 3dsmax7 it says it cant initialize these plugins...
PLEASE SOMEONE TELL ME HOW TO MAKE THIS WORK IN 3dsmax7!!!!
I REALLY WANT TO MAKE NEW SHIPS!!!
confused

 #18 - 10-09-2005 at 11:08
Greenvalv
From: (Waggaman, LA.)
Joined: April 26th, 2004
Posts: 942
Nope, as said, only compatible with 3, 4, & 5.

 #19 - 01-26-2006 at 04:48
bigdoggie
Joined: November 12th, 2004
Posts: 40
What about 3DS MAX 6????? OMG i only have 3DS MAX 6!!!

 #20 - 03-07-2006 at 14:28
Lord_MalaK
From: (Chicago)
Joined: June 18th, 2005
Posts: 82
and I thought these were gone forever. Thankfully someone posted them here...thanks
smile



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