Q: How do you install and use the 3dstudio max->Morfit converter?

A: what you do is you download the converter, and unzip it. You should end up with a file 
called WldExpl.dle - copy this into the stdplugs directory inside the 3dstudio max dir. When 
you've made a model, select it, and click on file>export selected. This will bring up a 
standard requester. Select MorfitWld(*.WLD) from the save file as type combo box. You need 
to save the model to a folder (i.e. 3ds_exports, or something) inside the ModelsH directory 
of the worldbuilder directory. Make sense? :) Now load up worldbuilder and voila! You should 
find your model in the catalogue in a folder of the same name as the one you made before 
i.e. 3ds_exports) hope this helps. 

Drew Green
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Q: The convertor failed to convert my 3ds files - what could be wrong?

A: The problem is : The 3DS SDK doesn't understand some of the 3DS files generated by earlier
versions of 3DStudio or 3rd party vendors - there is some problem reading its header in the 
3DS SDK. Possible solutions:
1) who has 3DSMAX - to import from 3DS format to MAX and to export from MAX to WLD format.
2) who has no MAX - to import to any of 3DS program familar with 3DS format (there is a plenty 
of such programs in public domain) and try to export again with the hope it does use up-to-date
3DS file header.

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Q: Like to know which size is the best for exporting .max to the .wld format! Furthermore 
I'd like to know what size I should use for .3ds files because the car i've created with 3dsmax 
looks like a little dot in WorldBuilder 3.5 Final! 

A: you have to be very carefully when modelling with 3ds max because there are some aspect 
you have to pay attention to if you want to use it with morfit: don't use curious 3ds specific 
things (e.g self composed 3ds textures! they won't work! use simple bitmaps!!)!!! 
Do low polygon modelling. This will reduce the world file size, the world loading time and will
speed up realtime rendering. if you now claim your car will look bad with it, then try to 
compensate it with good textures (as all professional realtime/game modellers do)! 
Loading a world into the world builder (editormode) is normally a fast procedure (depends on 
computer and world file) but if you launch the viewer mode it can take some time! it depends on
how many polygons your world consists of because the engine first computes a BSP tree to speed 
up rendering! 
Hope this helps,
helmut

A2: I dont' have any concrete rules for you, but here's what I do:
1) Collapse EVERYTHING to a mesh!!!!!!
2) Make positively sure that any texture files are conatained in a directory named 'bitmap' in 
the DESTINATION directory for the converted wld file which will be the SAME directory the 3ds 
to wld converter is in). Using a scale of meters in MAX, I still find that any of the included 
prefabs (eg treeS) are 6-7 times the size in Worldbuilder than they 'should' be. NP, scale em 
down. Oh, and adding objects form the prefab menu can be tough if you have added them yourself -
DONT do this, do it ALL in MAX. You will be amazed how much easier it is to use WB ifyou have MAX.
Example: You are making a racing game. You have the most awesome model of a ferrari, its got so
few polygons its almost non-existent, it looks so good even your sister thinks its cool. You 
convert it, add to gallery, paste it in, and - huh? Its about 2 cm long, and it looks as if it 
was planted in the ground, headlights first, tillted to the upper left. What to do?
Include the model in tis proper position in MAX and voila, take the steps above and all's well. 
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Q: What kind of models should i import to the worldBuilder?

A: it's hard to decide which kind of model you want to use - Morfit world file or Quake II 
Md2 model. As far as people go I think that md2 is the best way to go. If your objects (doors, 
tables, ect..) need some kind of animation then md2 may be the way to go. If not then using 
Anim8tor would be good to create a 3ds model and then convert it to wld format to use in your 
world. If this is done then you can just insert the object in your world through the world 
builder. 
If you are using Md2 model than right now you will have to use Morfit_object_create_from_file()
and then set its location and direction through code. 

A2: That a lot of the models from 3D Cafe are stand alone models that were made for detail not
for use in a game. It really comes down to this you are going to more than likely create your 
own models (so to keep the polycount low) you can use Anim8tor to create your own 3ds models 
and then convert them to wld format for your world. 
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Q: When I import a 3ds file into the "3DS to morfit converter" it gives me an illegal 
operation error. What is up with that? Is it a problem with the file format or just the program
itself? Does anyone else have this problem?
I am using Anim8or, partialy because it is free, and also because it is an excellent 3d modeler.
I am thinking maybe there is a problem with the way Anim8or exports.
It would be nice to be able to use detailed models not made in world builder.
Can you give me any insight on this?

A: I have solved the 3ds export problem. So if you want to use Anim8or and don't have 
another modeler to fix the 3ds files you know can do it with Anim8or itself. I know this is 
an "around about" way to do it, but... Simply export to an *.obj file first, then open the 
*.obj file and export that to *.3ds. It takes a little longer but it works.

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Q: How can i export 3ds modles to DirectX?

A: the directx sdk has a converter for 3ds to x files. it is called conv3ds.exe and is 
included in the full directx sdk package.
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Q: Can i convert COB ->3DS?

A: I presume you want to convert from COB to 3DS so you then can use the Morfit converter to
get the 3DS format to Morfit format? Well, I just tested 3D Exploration on 3DS to COB, and then
back to 3DS, and the textures did convert all the way!
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Q: When i export 3ds->Morfit the textures are messed up.

A: I have finaly solved my skewed texture problems. First I got the very expensive and very 
space consuming 3D Studio Max.
Then I made my model in that program. It was very fun to use (aka as confusing as possible). 
Then I downloaded the 3d max to world converter and put it in my plugins directory. Then, from 
3D Max I exported the file in World fomat with the Polygonal box checked (never the triangular 
one, then the textures mess up again). Finaly, I opened it up in World Viewer, selected the 
same bitmap I used on the other models that messed up, and it worked!

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For further questions, this is a list of People who attend the forum and have contributed their
knowledge of 3ds :

Michael Belman - The man who wrote the convertor 3ds->Morfit. michaelbelman@hotmail.com

Dave Kelly dkelly@escape.ca

Raymond Groenendijk elmex6@hotmail.com

acurioso@prodigy.net

swalters@semo.net

Drew Green

WildhOrse

Trollet