Author Topic: POF exporter for MAX - Need people with MAX 4, 5 and 6 for testing  (Read 157696 times)

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
::Frantically searches for 3dsmax 4 or 5 discs::

 

Offline Styxx

  • 211
    • Hard Light Productions
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Okay, this version worked for Woomesiter on MAX 4.2, and on my MAX 5.0. It should work on later versions too, but let me know if it doesn't, I think I figured out the problem:

http://www.3dap.com/hlp/staff/sticks/pofexp-max4.2.zip
Probably away. Contact through email.

 

Offline Styxx

  • 211
    • Hard Light Productions
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Okay, that last version didn't work on MAX 6, so here's an r6 specific version:

http://www.3dap.com/hlp/staff/sticks/pofexp-max6.zip
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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Knowing it wouldn't work, I tried that last 4.2 build on 3dsmax 6. The error message now is just for incompatibility and not about unfound  modules.
« Last Edit: August 18, 2004, 10:04:33 am by 1582 »

 
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
BINGO!!!!..... YAHTZEE!!!!

Time for some tests!!!!

 

Offline Hippo

  • Darth water-horse
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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
we have a winner
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Offline Ryx

  • Twilight Falling
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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
:eek: :yes:
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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
First conversion results......





Modelview reveals funky shading anomolies.

Testing in game textures momentarily.......

 

Offline aldo_14

  • Gunnery Control
  • 213
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Quote
Originally posted by Styxx
Okay, this version worked for Woomesiter on MAX 4.2, and on my MAX 5.0. It should work on later versions too, but let me know if it doesn't, I think I figured out the problem:

http://www.3dap.com/hlp/staff/sticks/pofexp-max4.2.zip


I'll give this a shot when I've finished reubilding me Pc (new case).

 

Offline Styxx

  • 211
    • Hard Light Productions
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Updated versions, fixed a bug on the texture coordinate generation - it's generating proper coordinates now:

http://www.3dap.com/hlp/staff/sticks/pofexp-max4.2.zip

http://www.3dap.com/hlp/staff/sticks/pofexp-max5.zip

http://www.3dap.com/hlp/staff/sticks/pofexp-max6.zip

And Omniscaper - that looks like a problem with the vertex normals... I'm looking into it, but my debug logs show proper normals, I think there's something wrong on my POF writing code. Couldn't find the problem yet, but I hope to get it fixed soon.
Probably away. Contact through email.

 
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Ugh when I restart 3dsmax I get this error



I have to manually initiallize it in the plugin-manager

 

Offline StratComm

  • The POFressor
  • 212
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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Max 5.1 is still saying that the plugin fails to initialize, no matter which version I try to use.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
looks like maybe you've got a bad indice, maybe you aren't takeing into account the vert num, IIRC the  (insaine) way vert and norms are stored is a vert number followed by a bunch of normals, this is of course insaine, but none the less the way it is, and east to inadvertenly grab the wrong normal. this is hard enough to make something that can read this mess let alone write it.
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Offline Styxx

  • 211
    • Hard Light Productions
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
No, I'm fairly sure I'm writing everything on the right places... My concern is more related to possible pointer misalignments than anything else. Anyway, Omniscaper - I've updated the MAX6 version, try to download it again and see if it still gives the same problem.
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Offline Taristin

  • Snipes
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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Oh. I wish I wasn't away for so long in recent days. I would have loved to test this.  *DL's*

In fact, I intend to very soon. :D
Freelance Modeler | Amateur Artist

 

Offline aldo_14

  • Gunnery Control
  • 213
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
No errors loading the plugin here - got the export option of an fs2 pof.

I do get an error re: missing DLL files (ViewportManager.gup) when trying to load the sample scene, natch.  It's presumably a version difference (I'm assuming the max file is v5, so theres some change there?), but it means I'll have to setup and test my own scene to see if this works on my machine.

EDIT; ok...tried converting a single lod mesh (mesh & 1 subobject), and, er max crashed (just 'an error has occured' type message, no other info).  Could this just be leaving the debris, etc, checkboxes unticked?

Also, i'm now getting this error on startup, and don't have the pof export option....


Think it's just that it's not been dereferenced by max, not sure.

EDIT2: same as omni, I notice.

EDIT3: doesn't export with options turned off, either.  I'm going to check if it I can get a single object out, maybe  just linked the damn thing wrong.  (EDIT: nope).

I just checked, though.  I have max 4.0, not 4.2  Bugger.
« Last Edit: August 18, 2004, 02:17:38 pm by 181 »

 

Offline Knight Templar

  • Stealth
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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Download ain't workin'. :(
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Too Long, Didn't Read

 

Offline Styxx

  • 211
    • Hard Light Productions
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Hm, are your objects named properly? And do they have a material that has a bitmap texture on the Diffuse slot?
Probably away. Contact through email.

 
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Texture placement are all correct now with the latest build of the plugin. But that nasty shading issue is still showing up. When I try to view the model via Modelview it gives me an error about having too many normals.



Styxx, do you suppose this is an issue with my model? Perhaps using the "unify normals" modifier would help? Or are you sure it stems from the POF writing phase?
« Last Edit: August 18, 2004, 04:24:38 pm by 1582 »

 

Offline Styxx

  • 211
    • Hard Light Productions
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
I'm working on it. I don't think the Unify Normals will help, but you can try it out. I'm printing out the normals as I write them and they seem ok, but the models don't look right... Weird stuff.
Probably away. Contact through email.