# 3ds Max Plugin

## Installation and Configuration of the 3ds Max Plugin

### Prerequisites

Before installing the plugin, ensure that the correct version of 3ds Max is installed on your computer. You need 3ds Max version 2017 or later to work with the plugin.

The plugins for exporting models to the game, along with sample models and necessary resources, are located in the `modeling` folder in the game's root directory.

{% hint style="info" %}
For information on how to locate the game's root folder, refer to the article [Game Local Files and Player Profile Locations](/foundational-knowledge/game-local-files-and-player-profile-locations.md)&#x20;
{% endhint %}

<figure><img src="/files/MkGiUsPut5NDKVkZVnN5" alt=""><figcaption><p>Contents of the <code>modeling</code> folder</p></figcaption></figure>

### Selecting Plugin version

Plugin versions for different versions of 3ds Max are located in the `modeling\plugins` folder.

<figure><img src="/files/8I0XUMwciCfmH224a09h" alt="" width="563"><figcaption><p>Contents of the <code>plugins</code> folder</p></figcaption></figure>

Identify and select the folder that matches your installed version of 3ds Max (for example, if you have **3ds Max 2025**, select the plugin version from the **3dsmax\_2025\_x64** folder).

<figure><img src="/files/1rt0ng3SErzKOYQSzXmH" alt="" width="563"><figcaption></figcaption></figure>

### Installing the 3ds Max Plugin

{% hint style="info" %}
This guide covers the installation of the 3ds Max plugin, specifically demonstrating the process using 3ds Max 2025. The installation and configuration steps described here are applicable to other versions of 3ds Max, following the same procedures.
{% endhint %}

1. Launch 3ds Max with an empty scene
2. Drag and drop the `gem3export.mzp` file into the 3ds Max window.

<figure><img src="/files/tITefGKMqsf1iXUfr2Wn" alt=""><figcaption><p>Drag and drop the <code>gem3export.mzp</code> file into the 3ds Max window</p></figcaption></figure>

3. Close 3ds Max
4. Open `gem3export.mzp` as you would a zip archive and open the `max_root` folder:
   1. Copy the file `Gem3Export.dle` to the plugins folder: `%path%\Autodesk\3dsMax\2025-64bit\ENU\Plugins`;
   2. Copy the file `nvtt.dll` to the root folder of 3ds Max: `%path%\Autodesk\3dsMax\2025-64bit\ENU`, \
      where `%path%` is the path to the 3ds Max folder.

<figure><img src="/files/eYDT9xSYPSsvKWfayQoL" alt=""><figcaption></figcaption></figure>

### **Enabling GEM Materials in 3ds Max**

1. Launch 3ds Max
2. Go to the `Customize` menu
3. In the `Custom Defaults Switcher` menu, switch to `MAX Legacy`.

<figure><img src="/files/r5zHUDSaz1ZVHfA72sIW" alt=""><figcaption><p>Switching to MAX Legacy in 3ds Max</p></figcaption></figure>

<figure><img src="/files/qy2CdAmsvTTXF8DrNdNZ" alt="" width="528"><figcaption></figcaption></figure>

4. Close 3ds Max.

### **Add the Plugin to the 3ds Max Utilities**

1. Open 3ds Max.
2. Go to the Utilities settings and click the `More…` button.

<figure><img src="/files/zOlSps3Ym2ADyr3lNd5l" alt="" width="359"><figcaption></figcaption></figure>

3. In the list that appears, select `GEMPlugin` and click `OK` to confirm.&#x20;

<figure><img src="/files/BEXjgdOxEpYw3qs7dgEA" alt="" width="422"><figcaption></figcaption></figure>

The GEMPlugin panel is now added to your Utilities.

### Configuring Plugin Settings

1. **Open GEMPlugin options**\
   On the plugin panel, click the `Options` button to open the `Gem3 export options` window.

<figure><img src="/files/KBtrOJfe9jKslZa2O9Am" alt=""><figcaption><p>GEMPlugin panel</p></figcaption></figure>

2. **Set Up the game folder**\
   In the `Gem3 export options` window, specify the path to the game's root folder under the `Game folder` field. This should automatically fill other fields in the settings window.

<figure><img src="/files/e3Ehk12aT25GDacLlyIG" alt=""><figcaption></figcaption></figure>

3. **Configure paths to export resources**

* Change the path in the `Additional Resources` line to point to the mod's folder (ensure a mod package is created beforehand).
* Add a path to the texture folder in the `External folders: Textures` section. For example, point it to `modeling/models_samples/texture/common`.

3. **Environment Settings**

* In the `Environment` section, set the path to the environment settings files folder and select the appropriate file from `set/environment/common`.

{% hint style="warning" %}
All paths should be written in lowercase to ensure they are recognized correctly
{% endhint %}

<figure><img src="/files/RlQ0eujmX9TChgDeqKpT" alt=""><figcaption></figcaption></figure>

### Adding the Export Button to the Toolbar

1. Right-click on the toolbar and select `Customize`

<figure><img src="/files/WLjAKGQDe459ocHw4DxY" alt=""><figcaption></figcaption></figure>

2. Go to the `Toolbars` tab.
3. In the `Actions` list, find `Gem3 Export…`

<figure><img src="/files/HwBd9DPfTjKN4uo3Wr07" alt=""><figcaption></figcaption></figure>

4. Drag `Gem3 Export…` to the desired location on your toolbar.

## Getting Started

### **Material Conversion**

After installing the plugin, when you first open a `.max` file, any existing materials (such as EclipseMtl and Gem2) will be automatically converted to Gem3 materials. If the plugin cannot find the necessary textures or schemes:

* A dialog box will appear, allowing you to select a folder containing the textures and schemes.
* Alternatively, use the `Auto repair` feature, which will find the texture folder based on paths specified in the `mdl common` files located alongside the `.max` file.

### **Configuring the Viewport**

To ensure that materials appear in the Viewport as they do in the game, it’s important to adjust the gamma settings in 3ds Max.

1. **Disable Gamma Correction**
   1. Open the `Rendering` menu and select `Gamma/Lut setup`.
   2. In the `Preference Settings` window, go to the `Gamma and LUT` tab.
   3. Uncheck the `Enable Gamma/LUT Correction` checkbox.

<figure><img src="/files/3MBQEiByAb7nPOlaMGtj" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/DvaZdHzoiqXMCBMXPBme" alt=""><figcaption></figcaption></figure>

2. **Set Environment Background**

In the Viewport Menu, check the `Environment Background` option under `Viewport Background`.

<figure><img src="/files/YrNMgWmQRSuzyUr6yIe1" alt=""><figcaption></figcaption></figure>

3. **Texture Quality Settings in Viewport**
   1. Open the Viewport Menu and select `Viewport Configuration`.
   2. In the window that appears, go to the `Display Performance` tab.
   3. Adjust the `Texture Maps` setting to control the display quality of textures.

{% hint style="warning" %}
A higher `Texture Maps` setting increases the load on the system’s RAM. \
A recommended setting is 2048 for optimal performance and quality.
{% endhint %}

<figure><img src="/files/MlHMOHZAFaq3c3ymgSrh" alt=""><figcaption></figcaption></figure>

## Export Process

### **Export Settings**

When you click the export button, set the following options:

* **Gem RTS compatible**
* **Don’t rename bones**

Other options can be toggled based on the specific components of the scene you need to export, such as geometry, textures, lights, cameras, and animations. These can be exported as a whole or separately.

<figure><img src="/files/k1FTOEAZY1pAOAaGobUB" alt=""><figcaption></figcaption></figure>

### **Default export path**

By default, the model is exported to the `modeling\scene\entity\` directory. \
You can directly set an export path to the mod folder by entering it in the `Additional Resources` field in the [GEMPlugin options](#configuring-plugin-settings)

## Resources Required for Plugin Operation

Below is a summary of the resources needed for the plugin to function correctly and their locations:

| Resource Description            | Location                 |
| ------------------------------- | ------------------------ |
| Resources needed for the Plugin | `modeling/resource`      |
| Model samples                   | `modeling/models_sample` |
| Textures and schemes            | `texture/common`         |


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