Does anybody know if you can export to .3ds with smoothing groups in your model? I am trying to export to .3ds because of the fact that Battlefield 1942 has a tool called 3ds convertor (yes, it's name is spelled like that) that converts .3ds to .sm which stands for standard mesh, and is the native 3D format for Battlefield 1942. Also, Battlefield 1942 standard mesh models uses the material ID feature in 3ds Max for this to define different materials for what kind of surface the model should have.
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Blender doesn't have a concept of Smoothing groups like 3ds max, here you define sharp edges, but they should be kept intact when exported to 3ds. Material IDs are called material slots, and should also be exported faithfully by default – Duarte Farrajota Ramos Mar 26 '17 at 15:54
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I see. Well, can you tell me how you define the slots in numbers, so that I can define a surface for my collision mesh? – Skull Kid Mar 26 '17 at 17:13
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See http://blender.stackexchange.com/questions/16397/how-to-fill-a-mesh-with-solid-color/16398#16398. You can't specifically define slot numbers, just slot order – Duarte Farrajota Ramos Mar 26 '17 at 17:19
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Alright, I will see if that can solve the issue. Otherwise I'll have to go through Gmax to get it done. Thanks for your answer anyway! – Skull Kid Mar 26 '17 at 19:22
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I posted in the bug section of Blender, and it seems that the smoothing group export feature probably won't be added. – Skull Kid Jan 27 '19 at 17:40
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Bug reports are not for feature requests – Duarte Farrajota Ramos Jan 27 '19 at 18:46
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Yes, I found that out. I won't make that mistake again though. – Skull Kid Jan 28 '19 at 21:45