Alamo Object Importer

The Alamo Object Importer lets you import .ALO and .ALA files into 3D Studio Max.

Note that imported models that have dazzles cannot be exported from 3dsmax6 and 8, because Petroglyph's exporter for those version does not support dazzles.

Respect!

With this importer comes great responsibility. Do NOT rip off other people's work and try to pass it off as your own. Let's all work towards a friendly community!

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Prerequisites

To ensure that the importer works properly, please make ensure the following prerequisites are met before installing and using the importer:

Installation

The importer consists of two files, a utility plugin (alamo2max.dlu) and the actual importer script (alamo2max.ms).

  1. Copy alamo2max.dlu to the "Plugins" directory in your 3ds Max installation.
  2. Copy alamo2max.ms to the "Scripts" directory in your 3ds Max installation.
  3. Start 3ds Max
  4. Open Customize > Preferences and go to the MAXScript tab. Set the initial heap allocation to a more comfortable amount, say, 150 MBytes. Close the preferences window.
Step 1: Setup

To import a model, go to the Utilities Panel (with the hamer icon), open the MAXScript sub-panel, and click "Run Script". Select "alamo2max.ms" from the Scripts folder. Now select "Alamo Object Importer 1.0" from the Utilities list (you may need to explicitly click it again). If all went well, the Importer panel should now be open.

Use the + and - buttons to add/remove texture and shader paths before importing. The importer will look in these folders for the tga/dds files when loading textures and fx files when creating DirectX9 materials.

If the paths are set incorrectly, the importer will complain during import when it cannot find textures or shaders.

Note: these paths are remembered when 3dsmax is shut down.

With the paths set, you can now import models.

Step 2: Importing

Click the "Import Alamo Object" button and select an ALO file to import. The importer will also look for all .ALA files that share the same base name in the same folder and load those as animations.

If there are already objects in the scene, the importer will ask where to connect the imported model to. Use this to import hardpoints at their correct spot.

The importer will read the model and animation files, create the various bones, meshes, lights, proxies and dazzles, set their Alamo properties, connect everything together, create materials, find textures, skin the meshes, animate the bones and add the animations to the Alamo Utility.

If all went well, no error will be displayed. Otherwise, common errors include having an animation which is invalid for the model file, or you did not attempt to load a model.

The model is imported completely ready for export.

Changelog
v1.1:Fixed a small issue with visibility tracks(2008/07/06)
v1.0:Initial release(2008/06/18)