Where Is The 3DS Max Exporter Plugin?

Hi guys,

I’ve finally got some time on my hands, so I decided to try making some 3D models for Grim Dawn.

So I looked through all the Grim Dawn directories, but I can’t find the 3DS Max exporter plugin (that was promised).

Did somebody forget to include it in the Mod Tools?

Anyway, I tried converting a raw .max model into a .msh using a command prompt and the ModelCompiler.exe but the compiler seems to be looking for a .mdl or .mif file (which Max can’t convert to).

So I’m kind of stuck :frowning:

Is there any chance you guys could upload the exporter separately somewhere?

Many thanks.

you can export as fbx or obj, then convert that to mdl, no?

you can check the topic “Importing stuff from titan quest” and you gonna see that you’re not alone to try to find a way to import meshes

We are stuck with retexturing only like in TQ, I think this engine require more than just max import-export mesh plugins or TQ would have given it to us a decade ago.

Torchlight was super user friendly with its support for meshes in max and blender.

We were supposed to get mesh import support, it was mentioned long ago that it would be in but… there is no mention or anything by any devs of this since the mod tool release.

We’re going to look into including the exporter in 1.0.0.4. It will most likely not support the latest 3dsmax though, only older versions.

I’d be happier if the “OK” button was clickable.

I hope it includes all the older versions of max or the current one ya using in house. Sooo glad it will get an official release!
Two handed fire sword incoming!

Would make me your slave Kappa

Thank you Zantai! Thank you!

This is all I’ve ever wanted to do. I tried for years to get my own models into TQ, but I could never get it to work.

As for using older versions of 3DS Max, that’s not a problem, I actually prefer 3DS Max 2009 (64 bit) to all other versions of Max. The later versions have simply become too bloated.

One final question, do you happen to know what ‘system unit scale’ was used in 3DS Max to create the models for Grim Dawn?

Because if you used inches and I’m using centimeters, then my models are going to be either way too large or way too small when imported into the game.

Also, did you use real world scale? For example, the average height of a man is 6 feet or 180cm. Did you make the Grim Dawn characters around this height?

If so, then that makes it much easier for me to create models of the right height :smiley:

Thanks again.

Human sized characters should be about 2.5m tall in max.

You’ll need a 32 bit version of either 2009, 2011 or 2012, we don’t have exporters for any other version, or for 64 bit versions.

Aha! Thanks Rhis.

I still have an old 32 bit PC with 3DS Max 2009 (32 bit) on it, so I should be good to go :smiley:

Also, it looks like it’s possible to install 3DS Max 2009 (32 bit) on a 64 bit system:

How to Install 3DS Max 32 Bit on a 64 bit system

I’ll just need to do some experimenting with it.

Suggestion: Would you guys consider making an exporter for Blender? Cause not everybody has 3DS Max.

There are so many incredibly talented folks out there, and if they just had an easy (and inexpensive) way of getting their creations into the game, I think you would open up a huge world of possibilities.

Just a thought :smiley:

Just for information.

I ran into problems after 3ds max 2009 x32 installation on Win 8.1 x64. PSEditor stopped showing all graphic - no particles - nothing. I reinstalled directX from GD folder - no succes, reinstalled whole game - no succes. The I restored previous point in windows, and then I manually deleted DirectX folder from 3dsMax 2009 setup folder. 3ds max is working and also PSEditor is working. So, Do not allow 3dsmax installer to install DirectX from 3ds max setup folder.

Thanks for the warning Skylla.

I haven’t tried installing the 32 bit version yet. I’m still using the 64 bit version.

But if it’s going to cause problems, then I might just use my old PC to create models for Grim Dawn (I’m glad I didn’t get rid of it now :D).

I’ve used blender far more than 3DS, and I like using blender as a melting pot and render farm for various projects. The challenge would probably involve the binary fields being converted and the rigging. I wouldn’t want to distract Crate with a request for a blender exporter as much as ask for a “helping hand” getting the blender experts’ questions answered. Not sure if any of them would be interested, but with basic info, someone can do it. Right now all I can see are bits and pieces, mostly the finished product. If I could see models go through a build process I might be able to duplicate it but I don’t know much about how blender stores the rigging.