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Styxx
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« on: August 17, 2004, 09:46:38 pm » |
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Ok, this is the first public beta version. It's basically an export plugin for 3D Studio MAX r5 - it won't work on other versions as of now, but I'm working on recompiling it for MAX 4 and 6. It'll convert the model, and if you add the proper helpers and adjust the names, it can generate most of the extra POF data. Right now it's able to generate: - Detail Levels - Debris - Gun/Missile Turrets - Gun/Missile Banks - Shields - Insignia - Paths - Docking Points - Engines - Subsystems - Glow Points It'll also preserve the model hierarchy from MAX on the POF subobject hierarchy. It's still somewhat buggy, hence the beta status, but it worked with all well-formed models I tried. Some notes: - Don't try to convert objects without UVW data (except for the shields) - All mesh materials must have a bitmap type texture on the Diffuse slot - The shield object shouldn't have a material (found problems with that once or twice, do this just to make sure) The readme.txt file included with the ZIP contains instructions on how to set up your MAX scene, and a sample scene with a very simple model. I just ask that, if you try it and find a problem, report it so I can get it fixed. Alongside the POF file the exporter will generate a few log files ("pofexp.log","pofexp_debug.log" and "pofexp_mesh.log"), if you could send me these files when you report a bug it would be helpful. Also, if you can tell me specifically what went wrong, I could get it fixed a lot faster. Anyway, here's the file - it contains the plugin for MAX 4, 5 and 6, a readme, and a sample file (with a texture): http://www.3dap.com/hlp/staff/sticks/pofexp.zipMore functionality will be added soon, including support for subsystems and SCP specific POF data. EDIT: Yes, that file is the last version, I'll keep it updated here on the first post.  [color=66ff00]For all of you wondering if you'll be able to use this plugin with Gmax I have a bit of disappointing news: It seems that Discreet charges $1200 a year for use of the Gmax SDK and it would seem that the plugins are written in a different way to stop game devs. from using a max SDK to write Gmax plugins. The only cross platform plugins are those that are written in plain text that max and Gmax's 'console' use. Now you know why Gmax doesn't have as big a following as it could have.  //Maeglamor [/color]
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StratComm
The POFressor
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« Reply #1 on: August 17, 2004, 09:54:34 pm » |
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Styxx, you might not need to release MT to get ahold of that god status. I'll put it through its paces ASAP.
EDIT: I can't get it to load, probably doing something wrong though. Are there any files that I need?
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« Last Edit: August 17, 2004, 10:09:00 pm by 570 »
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who needs a signature? It's not much of an excuse for a website, but my stuff can be found here"Holding the last thread on a page comes with an inherent danger, especially when you are edit-happy with your posts. For you can easily continue editing in points without ever noticing that someone else could have refuted them." ~Me, on my posting behavior Last edited by StratComm on 08-23-2027 at 08:34 PM
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Bobboau
Just a MODern kinda guy Just MODerately cool And MODest too
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« Reply #2 on: August 18, 2004, 02:46:55 am » |
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what is wrong with you people!?! why is there only one responce to this!?!
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chinaman
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« Reply #3 on: August 18, 2004, 02:57:47 am » |
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Hi  When will the version for Max 6 be released ? I only have Max6.
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PC Specs ======= AMD X2 5000+ Black Edition OC'ed to 3.2 Gig Sapphire Pure Express 3200 Corssfire Sapphire ATI 3870 x2 4 Gb DDR2 ram Thermal Take Kandalf Series Casing with Liquid Cooling System Realtek on board audio Creative 5.1 Speakers -=-=-=-=-=-=-=-=-=-=-=-=-=- I am Death Incarnate  -=-=-=-=-=-=-=-=-=-=-=-=-=- Sorry but.......You have a focus of a shotgun  -=-=-=-=-=-=-=-=-=-=-=-=-=- http://sidearm.blogs.friendster.com/photos/my_pic_stuff/china.jpg
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karajorma
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« Reply #4 on: August 18, 2004, 03:19:58 am » |
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Originally posted by Bobboau what is wrong with you people!?! why is there only one responce to this!?! Cause it was posted at 3 in the morning for us Brits. Anyway I have MAX 6 so this is not much use for me at the moment. As soon as the 6 version comes out I'll be doing some testing 
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aldo_14
Gunnery Control
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« Reply #5 on: August 18, 2004, 03:36:05 am » |
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Max 4, natch (but I've mentioned this). Once/if you have the v4 version compiled, I'll give it a shot.
Nice work nonetheless.
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KARMA
Darth Hutt
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« Reply #7 on: August 18, 2004, 07:32:46 am » |
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as you complete it, it could be a good excuse to finally start learning max:)
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Pilot Of The US
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aka Blue Thunder
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« Reply #8 on: August 18, 2004, 08:03:52 am » |
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how many versions of MAX are you planning to make this pof exporter for? Coz ive got MAX 2.5
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Styxx
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« Reply #9 on: August 18, 2004, 08:15:52 am » |
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The only one I can say for certain is MAX 6, probably for MAX 4. MAX 2.5, unfortunately, is out of the question, as the plugin API changed on version 3 and I would have to rework a large portion of the code. Besides, I don't have access to the SDKs.
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Hippo
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« Reply #10 on: August 18, 2004, 08:22:43 am » |
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I've got MAX 6, and GMAX (the rough equivalence of 5)... I'll give it a shot in G, but definately looking forward to using it in MAX6...
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VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002 VWBB Survivor -- 100 Posts -- July 10 2002 - July 10 2004AHTW
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Styxx
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« Reply #11 on: August 18, 2004, 08:31:44 am » |
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Here's the version compiled with the MAX6 SDK. I don't actually have MAX6, so I can't say if it'll work or not, but you're welcome to try it out. I didn't get any problems during compilation, but who knows. http://www.3dap.com/hlp/staff/sticks/pofexp-max6.zipNow, if anyone could point me to where I can download the MAX4 SDK (that is, if it's actually available for download for free), I'd gladly compile a version for it.
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Hippo
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« Reply #12 on: August 18, 2004, 08:42:05 am » |
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 I dropped it in the /plugins folder, and got this on startup... EDIT: This is the MAX6 version, but i get the same thing if i used the 5 version...
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« Last Edit: August 18, 2004, 08:44:24 am by 681 »
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Setekh
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« Reply #13 on: August 18, 2004, 08:43:07 am » |
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Dude, been waiting for this a long time. Awesome work. 
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Styxx
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« Reply #14 on: August 18, 2004, 08:47:19 am » |
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Originally posted by Setekh Dude, been waiting for this a long time. Awesome work. Well, let's wait until it actually works on someone else's computer.  And Hippo: that's on MAX 6? I just recompiled it with the r6 SDK, there's no way I can test it or try to replicate the error. Sorry. Maybe it's related to the problems people with version 5 had when trying to load it, I'll recompile it for version 6 when that problem is fixed.
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Hippo
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« Reply #15 on: August 18, 2004, 08:50:46 am » |
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Originally posted by Styxx
Well, let's wait until it actually works on someone else's computer. 
And Hippo: that's on MAX 6? I just recompiled it with the r6 SDK, there's no way I can test it or try to replicate the error. Sorry. Maybe it's related to the problems people with version 5 had when trying to load it, I'll recompile it for version 6 when that problem is fixed. Yep, thats 6... I havent updated from 6.0 to anything though, other then having Mental Ray installed in it... That shouldn't be relating to it though...
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Omniscaper
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« Reply #16 on: August 18, 2004, 09:29:49 am » |
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I just tried it on 3dsmax 6 (with service pack installed) and I get the same error.
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Hippo
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« Reply #18 on: August 18, 2004, 09:35:48 am » |
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I got the same error once before, when i tried to use a plugin that was made for max5... the ones that dont work seem to be any i use with a .dle extension... All the ones that work have a .dlo extension... Though, those could be system files...
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Styxx
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« Reply #19 on: August 18, 2004, 09:39:06 am » |
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And here's one compiled with the MAX 4.2 SDK - it also works on my version... So far, the only one I wasn't able to load was the MAX 6 version. http://www.3dap.com/hlp/staff/sticks/pofexp-max4.2.zip
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