Import a directory-> search for the folder where all your. > select Metric and meters -> OKĬlick on the hammer symbol-> MAXScript -> choose gmt2 Importer ->Ĭhange the additional texture path to wherever you saved the TGA textures of your track->Īctivate No smoothing (my 3ds Max freezed when I had selected proper smoothing) -> (In the following the marker will show you where to click)ĮDIT: You should set the units setup to meters, so that you may avoid the rescaling of your track at the end (I'm not sure if it helps)Ĭlick on Customize (at the very top bar in the middle) -> Units setup. You get the script from the attachment of reply # 4 Įxtract the zip file into C:\Program Files\Autodesk\3ds Max\Scripts\Startup\Įxtract the zip file into C:\Program Files\Autodesk\3ds Max\hardwareshaders Now you have to bring the track into 3ds Max, so you need the gmt importer plugin and script for 3dsMax and also rF hardwareshaders.Įxtract the zip file into C:\Program Files\Autodesk\3ds Max\stdplugs\ > set it to Metric and Meters -> then click on the "Sytem Unit Setup" button -> set the system unit scale to meters and your done, now your track should have the same size like in Bobs Track Builder and forget anything else I wrote about rescaling the track ! Go to the top bar -> Customize-> Units setup. Note! To avoid any kind of scale problems, after importing the track to 3ds max you have to correct 2 settings in 3ds max: Mark all -> right click -> extract -> now extract it into a folder of your choice. Open the mas utility and just drag and drop your track's. Therefore you need the gMotor 2.0 MAS Utility So don't thank me thank vizzzĪt first you will have to get the textures and 3d gmt files out of the. I finished the conversion tutorial today, with the great help of vizzz I managed to convert a track, so I decided to write an accurate tutorial for everyone who has not that much 3ds Max knowledge like myself.
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