btw: I saw your site. The Pinnacle looks like a good start.
If I can ever find the time, I been planning on making a ship like that. I'll share once I get it together.
3D Stuio uses character studio (bipeds [as well as bones]) which are aplied to meshes via the physic modifier, and irrlicht needs it in as a skin modifier. So you have to export it in the . fbx format (which transfers the animation data from biped info over to a bone structure with keys) then into ...
I just came across this new project on sourceforge: http://sourceforge.net/projects/kwxport/ It is says it is made for Max 8 and 9, but I suspect it may even work in 7 and 6
I haven't tried it myself yet, as I don't have the time, but I thought someone here might find ...
Seeing that the gmax listing on the first post ...it is no longer on the discreet/autodesk website. autodesk dropped development and support a year or so ago
You can still get it here though: http://www.turbosquid.com/GameTools they also have a set of forums for it.
They are not supported, and using the tangent mesh conversion will destroy them anyway. So don't expect these to work. Only support for smoothing groups is in .x format yet.
Man, I'd hate to contradict hybrid, however... isn't gouraud shading supported witht the *.obj? I recall having nicely ...
edit: i just deleted the trees and made one of the planes flat and i tried to load it in irrlicht but now this comes up. http://img295.imageshack.us/img295/7725/captureys5.th.jpg Is the mesh loading? That looks like the "normal" message when something successfully loads in Irrlicht. Is it giving ...
If you are not already, then use the newer *.fbx exporter from here: http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=7481453 Rather than the one that came with Max through version 8.
With Panda, I have never had a problem of a crash during export. Is it giving you any message, or just ...
If I am not mistaken, since Biped is a Character Studio-specific thing, they will turn into meshes when they are exported to *.X
If you use Biped, the easiest workflow (albiet awkward) is to export it to *.fbx, then reset Max, and import the *.fbx you just created. This process should convert the ...
Wow. you have 236,583 polys you are trying to load from a single *.3ds file. Yeah, that's your problem. I believe there is a limit of something like 65k polys for a single *.3ds mesh. One thing you can do is save out portions of the mesh seperately and load them individually.
It sounds like you are trying to make a multi/sub-object texture(one bmp for part of the mesh and another for another part of the mesh in the same channel, ie:diffuse color), which I don't think you can do.
The multiple texture capabilities are for applying different maps and shaders in different ...
If you want someone else to take a look at it, I'd be glad to.
Meanwhile, what version of Max and Service Pack are you using.
Also, are you using the *.fbx exporter that came with Max, or the new shiny one they have posted on Autodesk after they aquired Alias/Maya?