Question: Can you use Gmax for PlaneShift (or any other non-gmax supported game)?
Short answer: No.
Long answer: It\'s possible, but more trouble than it\'s worth. Trust me. Gmax doesn\'t have any exporters to regular file formats because, obviously, it\'s free. Discreet doesn\'t want to be handing out free versions of max 4 (what it\'s based off of) for anyone to use. Companies have to pay discreet to be able to legally make exporters for their file formats. So in essence, discreet is still making money off of it. However, there is a little trick to get around it. First, you need to grab the quake 3 exporter for gmax (I forgot what the file extension is). The quake 3 file format happens to be supported by a few modeling programs (milkshape 3d, NOT free). You can then export to quake 3 format, import into another program, and export into whatever that program supports (in milkshape\'s case, a lot of stuff). This process is messy, annoying, and I\'m not sure if uv coordinates can go with it.
:emerald:
Edit: The same goes for Maya PLE (personal learning edition) except that Maya PLE supports even less than gmax does. Not to mention it covers your renders with Maya watermarks.
:emerald: