Author Topic: POF exporter for MAX - Need people with MAX 4, 5 and 6 for testing  (Read 159532 times)

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Right now I'm scrutinizing the mesh for intersections and other anomolies. Would such anomolies affect POF creation? Are there any tests I can do at my end?

 

Offline aldo_14

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
What if the vertices were being processed in the wrong order when creating the shading?  (i.e. like clockwise instead pf anticlockwise)

 

Offline Styxx

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Omniscaper: no, that shouldn't have any effect. The only thing that could affect is if your mesh has negative scaling.

And Aldo, the normals are pulled straight from MAX, I don't calculate them. The order should be the same for all the models too, and if it was wrong, the faces would also appear flipped on FS2, not just the normals...
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Offline aldo_14

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Quote
Originally posted by Styxx
Omniscaper: no, that shouldn't have any effect. The only thing that could affect is if your mesh has negative scaling.

And Aldo, the normals are pulled straight from MAX, I don't calculate them. The order should be the same for all the models too, and if it was wrong, the faces would also appear flipped on FS2, not just the normals...


:nod:

Didn't think so, to be honest.

EDIT; that nodding smiley looks a bit too eager, dunnit?... ho hum

 
POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Ok Styxx, I figured the problem out. I corrected the pivot point alignment on the mesh and Reset X-form on all objects. This process still confuses me, but I kept adjusting alignment till the Reset X-form function stopped changing the mesh. My guess is that the object was upsidedown pivotwise.



I smell SUCCESS!!!

FINALLY I see this model shaded as I see it in 3dsmax. The specular shine still reveals some anomolies but this so far is the BEST conversion of this model. I take it the vertex based specular shine will not be as perfect as ambient shading. I guess we'll have to wait till speculars work on a per pixel basis.

Now time to test this plugin with turret/shield/lod pacement.
« Last Edit: August 19, 2004, 03:55:57 pm by 1582 »

 

Offline Styxx

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Hmm, could be - nice one. I usually have to use the Reset X-Form when I try to export something to Truespace for all the subobjects to end up in the right places, maybe its needed here too.
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Offline Sandwich

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
*predicts a drastic lowering of TS piracy in the near future*

*ahem*

:D
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Offline Gloriano

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Awesome Work Styxx, there gonna be lot happy freespace modelers who Use MAX's :yes2::):yes:
« Last Edit: August 19, 2004, 04:13:52 pm by 153 »
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Offline aldo_14

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Have you got an updated v4 one available?

 

Offline Hippo

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Found the problem... (I think)... The model has 97 textures... Everywhere from 32v16, to 256x256... I guess that might be why... I don't know the limits for FSO, but texture numbers might be different depending on FRED/FSO...
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Offline Styxx

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Er, Modelview handles at most 70 textures. My converter won't complain about it, but you won't be able to load it on pretty much anything else.

And updated plugins for all versions will be posted in a few moments, with added Subsystem support - I'm just finishing some tests.
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Offline aldo_14

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Quote
Originally posted by Hippo
Found the problem... (I think)... The model has 97 textures... Everywhere from 32v16, to 256x256... I guess that might be why... I don't know the limits for FSO, but texture numbers might be different depending on FRED/FSO...


97?!

 

Offline Styxx

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Ok, updated versions - the ZIP has the plugins for MAX versions 4, 5 and 6:

http://www.3dap.com/hlp/staff/sticks/pofexp.zip
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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
97 textures!? Time to utilize 3dsmax's excellent texture baking tools now that 3dsmax have been beefed up by the skills of Styxx. By the way, Styxx, any resolutions for the

bug?

I CAN FINALLY DELETE TRUESPACE!!!!

Now if only FSO supported morph targets......    =)
« Last Edit: August 19, 2004, 04:47:18 pm by 1582 »

 

Offline aldo_14

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Cheers Styxx :):yes:

 

Offline Styxx

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Quote
Originally posted by Omniscaper
By the way, Styxx, any resolutions for the

bug?


Not right now, but I'm working on it.
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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Dude, no rush. If you lived in the New York area, I'd buy you a round of beers!!!

 

Offline KARMA

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
ok, now I have some questions:

1- does this plugin work with gmax too without all the exporting procedure?
2- does gmax have baking abilities?
3- does this plugin have all the autogen features we are used to?
...
...
4- does somebody want to teach me MAX?:p

@omni
what kind of distorsions does it have?

Quote
Originally posted by Sandwich
*predicts a drastic lowering of TS piracy in the near future*

*ahem*

:D
:lol: :lol:
:rolleyes:

 

Offline Taristin

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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Quote
Originally posted by Omniscaper
Dude, no rush. If you lived in the New York area, I'd buy you a round of beers!!!


Lol! I'd take it for him! ;)
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POF exporter for MAX - Need people with MAX 4, 5 or 6 for testing
Quote
Originally posted by Sandwich
*predicts a drastic lowering of TS piracy in the near future*

*ahem*

:D



*predicts a drastic rise of 3dsmax piracy in the near future*

*cough*


:D Thank goodness I have access to my school's extesive library of 3d program suites.



Karma, very little distortions on the specular side of shading. Its still a leap from previous TS conversions.
« Last Edit: August 19, 2004, 05:01:31 pm by 1582 »