posted 01-09- 05:46 PM
If I remeber rightly the DOS 3DS was a real pain to do texture mapping in, but never the less it can be done. Main thing to remember is that each mapped area needs to be a different element. (an element is something where the faces are all connected together, this is not the same as an object, but part of a object).If the 3DS to OBJ converter works OK then you should have little problems. There is also a 3DS imported for OPS but I'm afraid it doesn't work too well.
Two of the issues you might find are:
1. Positioning the objects around there origin and with rotations removed before export. This has been solved for MAX using a MAXScript. MAX's 3DS export provides the objects in the positions as they appear on the screen, but if the 3DS DOS provides them the right way this problem will dissapear.
2. The 3DS format doesn't have any explicit vertex normals, just shading groups which you can then use to calculate your own vertex normals. If the 3DS->OBJ converter doesn't do this you will end up with a flat shaded aircraft. If this is the case I'm sure a kind hearted sole here will be able to take your 3DS files and provide you with shaded OBJ files.
Good Luck
Bryan