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| Models, Animations, and Particle Effects Everything to do with modelling and animation in ToEE can be found here. |

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#61 |
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cuddly nosferatu
Join Date: Dec 2006
Location: Melbourne, Australia
Posts: 565
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Re: 3DS Max Import/Export plugin
so the UV seams nead to be accompanied by seams in the geometry itself?
yikes ![]() i may need to do some serious remapping ![]() Although i did notice a large number of model 'seams' on the existing models, so it does make things fall into place. |
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#62 |
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Skeleton
Join Date: Oct 2005
Posts: 1
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if still have problem, http://download.microsoft.com/downlo...redist_x86.exe ← Click and install.
Try 3DS again. Last edited by saicon; April 16th, 2007 at 11:36 AM. |
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#63 | |
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cuddly nosferatu
Join Date: Dec 2006
Location: Melbourne, Australia
Posts: 565
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Re: Still Problem, Try this!
Quote:
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#64 |
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Windmill Tilter
Join Date: Jan 2006
Location: McBride, B.C. Canada
Posts: 611
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Re: 3DS Max Import/Export plugin
It allows computers without Visual C++ installed to run apps created with a dependancy on Visula C++ libraries. It just installs the run-time side of the libraries. It probably would have fixed the intial issues I had with the debug version refusing to start, but I don't see how it could solve UV map issues in a plugin that's working.
I did dl it and do a virus scan, seems clean. So feel free to try it if you want. Cuchulainn.
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"We live as if the world were as it should be"
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#65 |
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Skeleton
Join Date: Dec 2004
Location: Tasmania, Australia
Posts: 3
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Re: 3DS Max Import/Export plugin
Hello everyone,
Been a while since I posted on these forums and played ToEE. Wow - the game has changed heaps... The game has definitely gotten a lot better with all the Co8 mods - so well done on all the hard work Anyway I've got a bit of experience in 3d modelling and animation (primarily in 3ds max, but also maya and lightwave). I'm trying to use the 3ds max import/export plugin in 3ds max 9. Can't seem to get it to work. I've copied the .dle file into the plugins folder, and when i boot up 3ds max 9 it says the plugin is incompatible with that version of max, and doens't load the plugin. Are there any plan to configure the plugin so that it works with 3ds max 9? Leksey thats a big 'wink' 'wink' 'nudge' 'nudge' to you I'm keen to help, but want to get an idea of what the in game models are like and how detailed they are before I jump in and make models that are overly complicated and slow down the engine. Any help would be appreciated. S |
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#66 |
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Attorney General
Administrator
Join Date: Aug 2004
Posts: 2,078
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Re: 3DS Max Import/Export plugin
I'd ask you to try and contact Leksey (by PMing him) - he has the specs of the internal model format that I sent him a few months ago. I don't have them handy atm so I can't help. Also, since he was in charge of the 3ds plugin, he'll probably be able to answer your question about whether the plugin is still in development or not. If you can team up with Leksey, you'll probably be able to make a better plugin faster.
- Agetian
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![]() The Circle of Eight Board Administrator ToEE Community Toolset Developer --- Please consider donating: Donate to Agetian [ToEE Toolset Development Donation Drive] |
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#67 |
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Skeleton
Join Date: Mar 2006
Location: Russia
Posts: 51
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Re: 3DS Max Import/Export plugin
Hello, All.
St3vie_B plugin tested on 3ds max 8 and 3ds max 7, and it uses SDK from 3ds max 7 - so that is why it can be incompatible. If I can find 3DS Max 9 SDK I can try compile new plugin. So I stoped development for a long time, because a lot of work on my job, getting bachelor of Math degree this year - on monday final exam. And of cource because I encoutered problem with animations convertion to another format. I spended a lot of time on it and then gived up... I have a lot of materials on plugin source code, some text files with format specifications and so on. Don't know If I will try another time to hack animation, but i want these things available for others. So I need to ask Agetian first, think he will help me with this. |
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#68 |
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cuddly nosferatu
Join Date: Dec 2006
Location: Melbourne, Australia
Posts: 565
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Re: 3DS Max Import/Export plugin
good luck with your exam leksey!
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woof. |
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#69 | |
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Attorney General
Administrator
Join Date: Aug 2004
Posts: 2,078
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Re: 3DS Max Import/Export plugin
Quote:
![]() If I understand your question correctly, you'd like to ask for my permission to release the animation specifications to other people so that they can go on making the plugin. Of course, I give you the permission to send the materials I sent you to other people who will be expressing wish to either continue your work or to start their own project. Good luck at your exam! - Agetian
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![]() The Circle of Eight Board Administrator ToEE Community Toolset Developer --- Please consider donating: Donate to Agetian [ToEE Toolset Development Donation Drive] |
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#70 |
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Windmill Tilter
Join Date: Jan 2006
Location: McBride, B.C. Canada
Posts: 611
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Re: 3DS Max Import/Export plugin
Hey Leksey,
Hope your exam went well. You mentioned the posibility of having another go at the animations so I though I'd put my request in. If you do have time for this project again I'd LOVE to see a version 2 of your SKM plugin that could handle multiple bones (with no animation). It would mean that aswell as adding weapons we could add armor and shields. That's a much bigger deal than it sounds like as along with the nifty new armors we could use the ability to add virtualy any bipedal race as NPCs, which would be a HUGE step forward. Should also be a little easier than translating the SKA format. Cuchulainn.
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"We live as if the world were as it should be"
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#71 |
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Windmill Tilter
Join Date: Jan 2006
Location: McBride, B.C. Canada
Posts: 611
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Re: 3DS Max Import/Export plugin
Hallelujah!! Hallelujah!! :Crazy_Lio
OK since the begining I've been having intermitant issues with the export process shrouding the model in a completely non-reflective black layer. It had gotten so bad I havent been able to succesfully export a model for monthes now. Well I finaly figured it out!! So for anyone else using this plugin. When you finished with your model as the last step before export, go to the utilities tab and "Reset Transforms" on your model, then export. (yeah OK, I should have figured that out a lot earlier) Cuchulainn.
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"We live as if the world were as it should be"
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#72 |
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Overrated Rockstar
Join Date: Oct 2005
Location: Poland
Posts: 1,920
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Re: 3DS Max Import/Export plugin
Good news, though judging by your first words someone might
have thought that you've discovered a way to make animated models. Well, I did for a second. That'll probablysave other people trouble, so congrats!
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