Modifié par ChewyGumball, 20 novembre 2009 - 10:50 .
3DSMax Model Exporter
Débuté par
ChewyGumball
, nov. 20 2009 10:41
#1
Posté 20 novembre 2009 - 10:41
As stated in the general toolset forums which appear to be locked, I am writing a script for 3DSMax which will export to the xml formats required by the toolset for model compilation. I have also started a project, social.bioware.com/project/563/, for discussion and other things related to the project.
#2
Posté 20 novembre 2009 - 11:57
Impatient for it
Wasn't Tazpn working on one exporter too?
Wasn't Tazpn working on one exporter too?
#3
Posté 22 novembre 2009 - 04:50
I've been focusing on the FBX import/export tool rather than a max specific one. Main reason is I feel it will ultimately support more mod authors this way as max is not the only editor. As a result you have to deal with the annoying quirks of the FBX importer/exporter. (Mine is coming along quite well from my perspective with xml support working for standard things but that is for another disucssion area).
There is always room for more than one tool in the community that does the same thing.
There is always room for more than one tool in the community that does the same thing.
#4
Posté 22 novembre 2009 - 07:58
well I have good news and bad news. The good news: I have successfully exported something that compiles and will show up in the editor. The bad news: it looks funky 
In Max: img504.imageshack.us/i/cube1.jpg/
In Editor: img511.imageshack.us/i/cube2.jpg/
EDIT: The crazy shape is due to a mistake in the face index code which I have fixed, the crazy colours I have no explaination for.
In Max: img504.imageshack.us/i/cube1.jpg/
In Editor: img511.imageshack.us/i/cube2.jpg/
EDIT: The crazy shape is due to a mistake in the face index code which I have fixed, the crazy colours I have no explaination for.
Modifié par ChewyGumball, 22 novembre 2009 - 08:38 .
#5
Posté 23 novembre 2009 - 12:05
max would be ideal as a tool since this is what they used to make the game too
i hope BW will come with an export tool soon.
#6
Posté 24 novembre 2009 - 07:15
I have updated the files section on the project with an early version of the exporter. Installation and use instructions are included. It will export a static model and hopefully material objects based on the materials used in the scene. I have tested the model export but not the mao export.
This will export to the xml files, not compiled model files. You will have to compile them using the graphics processors. Look on the wiki for those instructions.
This will export to the xml files, not compiled model files. You will have to compile them using the graphics processors. Look on the wiki for those instructions.
#7
Posté 27 novembre 2009 - 05:14
I have uploaded a new version (0.2.2) to the project. It works with gmax now
It will also export simple collision models and MAOs for you.
#8
Posté 27 novembre 2009 - 10:27
Cheers Chewy! Love the work you coders put in!
#9
Posté 04 décembre 2009 - 01:10
I have uploaded a new version (0.5.0) to the project. PLEASE READ THE README!!! It should export skinned meshes properly, however if you have problems with static meshes please keep using the previous version as I have made some significant changes which might have introduced bugs.
#10
Posté 17 décembre 2009 - 05:29
I have uploaded a new version (0.5.5) to the project. It fixes quite a few things and adds a few new features. I have also created use an installation instructions and uploaded them as well.
#11
Posté 26 décembre 2009 - 02:44
I have uploaded a new version (0.8.0) to the project. It adds animation export functionality. I have not tested it in game because I don't actually know how to test them in game
#12
Posté 05 janvier 2010 - 02:22
I have uploaded a new version (0.9.0) to the project, it fixes many bugs and other little things.
#13
Posté 13 février 2010 - 03:57
hey in case you have not figured it out, that problem with the weird colours most probably comes from the lack of textures or UVs.
#14
Posté 24 février 2010 - 11:40
Indeed, I have fixed it and it was cause by the material requiring 2 sets of uvs, not 1.
#15
Posté 10 mars 2010 - 01:09
I have uploaded a new version (1.0.0) to the project which should improve animation export by quite a bit. I do not have meta data (for lightmapping) export yet, however its on the list of things to do





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