3ds Max Plugin
Last updated
Last updated
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.
For information on how to locate the game's root folder, refer to the article Game Local Files and Player Profile Locations
Plugin versions for different versions of 3ds Max are located in the modeling\plugins
folder.
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).
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.
Launch 3ds Max with an empty scene
Drag and drop the gem3export.mzp
file into the 3ds Max window.
Close 3ds Max
Open gem3export.mzp
as you would a zip archive and open the max_root
folder:
Copy the file Gem3Export.dle
to the plugins folder: %path%\Autodesk\3dsMax\2025-64bit\ENU\Plugins
;
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.
Launch 3ds Max
Go to the Customize
menu
In the Custom Defaults Switcher
menu, switch to MAX Legacy
.
Close 3ds Max.
Open 3ds Max.
Go to the Utilities settings and click the More…
button.
In the list that appears, select GEMPlugin
and click OK
to confirm.
The GEMPlugin panel is now added to your Utilities.
Open GEMPlugin options
On the plugin panel, click the Options
button to open the Gem3 export options
window.
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.
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
.
Environment Settings
In the Environment
section, set the path to the environment settings files folder and select the appropriate file from set/environment/common
.
All paths should be written in lowercase to ensure they are recognized correctly
Right-click on the toolbar and select Customize
Go to the Toolbars
tab.
In the Actions
list, find Gem3 Export…
Drag Gem3 Export…
to the desired location on your toolbar.
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.
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.
Disable Gamma Correction
Open the Rendering
menu and select Gamma/Lut setup
.
In the Preference Settings
window, go to the Gamma and LUT
tab.
Uncheck the Enable Gamma/LUT Correction
checkbox.
Set Environment Background
In the Viewport Menu, check the Environment Background
option under Viewport Background
.
Texture Quality Settings in Viewport
Open the Viewport Menu and select Viewport Configuration
.
In the window that appears, go to the Display Performance
tab.
Adjust the Texture Maps
setting to control the display quality of textures.
A higher Texture Maps
setting increases the load on the system’s RAM.
A recommended setting is 2048 for optimal performance and quality.
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.
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
Below is a summary of the resources needed for the plugin to function correctly and their locations:
Resources needed for the Plugin
modeling/resource
Model samples
modeling/models_sample
Textures and schemes
texture/common