Product Chat (Early Access) / Hello, new GG Max user and question about GG Max 3d file extension

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ThomasG81
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Posted: 27th Mar 2022 19:46
Greetings, i was a Game Guru/FPSC Reloaded user back when it came out so decided to see what this new improved version was all about and thoroughly impressed so far and excited to see what features emerge in the future.
Particularly liking the feature that terrain maps no longer cut off at editable range.

What I would like to know is what 3d model file extension Game Guru Max is using, because I seem to recall Game Guru classic used .x file types and after searching the file folders this no longer seems to be the case.
Is there a comprehension tutorial I can find showing how to make Game Guru Max assets from start to finish?
Thanks for any help.
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synchromesh
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Posted: 27th Mar 2022 21:48
Hi there
Max actually uses the inhouse .DBO format but supports .x .fbx, .obj and gltf for importing your models.
Once imported they are converted to the .DBO format. There is no specific tutorial for creating models as you can use pretty much any of the modelling programs available as long as your end result is exported in one of those formats above ready for importing via the GameGuruMax Importer.
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Monkey Frog
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Posted: 27th Mar 2022 22:01
When you start GameGuru MAX, there's a TAB entitled, User Guide. Clicking that will get you to the MAX User Guide. There, you can find a lot of information, which is still being updated. There's a full section on importing 3D objects into MAX. You can read it here:

https://gameguru-max.document360.io/docs/importing-3d-objects
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synchromesh
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Posted: 27th Mar 2022 22:07
@Argent_Arts
Nice one ... Totally forgot that
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ThomasG81
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Posted: 28th Mar 2022 00:00
Say i want to import my own clothes or hair for the character creator? Is the same process as importing static assets?
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synchromesh
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Posted: 28th Mar 2022 00:31
Quote: "Say i want to import my own clothes or hair for the character creator? Is the same process as importing static assets?"

We dont have any info on that yet
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ThomasG81
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Posted: 28th Mar 2022 00:50
Damn, for me thats a pretty big functionality blind spot. I hope they patch it up soon
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Pirate Myke
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Posted: 28th Mar 2022 01:54
Its not really broken, just the insert point are impossible to know from the new .dbo format, as they wont open in any model program.
You could try importing parts and see where they sit in the importer as a reference. Then make your own parts with the same insert point and sub it into one of the charactercreatorplus folder and see what happens.

Trial and error at this point.
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Monkey Frog
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Posted: 28th Mar 2022 04:29
MAX is still Early Access software. It's not in its final form yet. They plan to release a detailed method for how you can import your own parts for use with Character Creator down the road. It's just not the priority yet. I mean, the software isn't finished yet. So, give it some time. It will come.
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ThomasG81
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Posted: 28th Mar 2022 12:06
[quote=]Its not really broken, just the insert point are impossible to know from the new .dbo format, as they wont open in any model program.
You could try importing parts and see where they sit in the importer as a reference. Then make your own parts with the same insert point and sub it into one of the charactercreatorplus folder and see what happens.

Say i do that, will it automatically add the weight painting? Can the character creator tell how the deformation works if it isn't a native asset?
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granada
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Posted: 28th Mar 2022 12:58
Quote: "Say i do that, will it automatically add the weight painting? Can the character creator tell how the deformation works if it isn't a native asset?"


I think you will have to wait until they release the Max rig before you can do anything serious

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