   Particle Effects Dilemma
  I've been searching for some free software that will let me export my particle systems from 3d Studio, but have had no luck.  Is there another way I can still get the particle effects without using a particle system, or does anyone have a better solution?  Unfortunately, I'm running out of time for this project...so any would help would be greatly appreciated. :) Thanks.   
  If you want a dynamic particle system in your game, then you're going to have to make one (or use someone elses).  In it's simlest form, this just involves billboarding and making them move in some way based on attributes like gravity and wind speed or somesuch.  It's completely up to you how you develop it.  Exporting particle effects directly from max would mean them being embedded into the file, which really isn't possible as there'd be thousands of animations (if that's what you mean).  You can however embed the emitter itself into the animation hierarchy of the mesh, then iterate over the hierarchy during load time and when you find an emitter, create it for that type.HTH.   ;  Anyway there is a nice example of particle systems in DirectX SDK.I have used a mix of DX example and my own rendering procs [smile], because I needed some special features.You can find a bunch of examples on internet, just do some googling if DX example don't suit your expectations.   