3DS Max Exporters for BMS
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Exporters are available for Max 2010, 2011 and 2012. I will look at providing it for other versions soon.
11-Dec-2014
Added a document that gives a brief explanation of the render control functions. See the Exporter Downloads link above.05-Sep-2013 - Updated 2013 version only
The DOF multiplier is now used by the exporter when setting the DOF min/max values. Set the min/max to their actual values and the exporter will set the correct value modified by the multiplier e.g. you want something to rotate on 90 degrees but the multiplier is 2 just set max to 90. If you have existing model use this script to modify the dofs.
Added support for the Edit Normals modifier. When the edit normals modifier is used the vertex normals are not calculated from the smooth groups. This will allow greater control over the direction of the normals.
New video added showing use of edit normals modifier.for a in $ where ( (classof a == F4_DOFhelper) and (a.'DOF Type' == 1) ) do a.Max_Angle = a.Max_Angle * a.Multiplier_Value; a.Min_Angle = a.Min_Angle * a.Multiplier_Value
15-Sep-2012
Fixed issue slots not exported correctly when system units not feet.02-Sep-2012
Fixed issue with text not showing correctly in some areas.22-Aug-2012
Fixed issue with cockpit hotspot and system units not in feet.31-Jan-2012
Fixed issue with vertex colours not exporting correctly.11-Jan-2012 Fixed some DOF issues.
Added a verbose summary page. You can see the pType for every face on every object. This will make it easier to find those few faces that are the wrong type, remember use as few different pTypes as possible. 30-Nov-2011
Added ability to use names for scratch variables. Only works for scratch variables
Added ability to enter angles in degrees, place the letter d after the value e.g. 90d. Without the d values entered are in radians. Only works for value data.
Removed value as a result option.29-Nov-2011
Fixes some UI issues
Added F4Export utility, this can be used to export Top Gun Camera positions and cockpit hotspots.Tutorials
Some MaxScripts that I use:
This first one will generate a line that can be placed in the parent.dat file to define the dimensions and the location of any slots.
First create a sphere and name it Radius and size it to enclose the model, you can adjust the radius as you need.
Then create a box and rename it BoundingBox, move the sides to the desired location to define a bounding box.
Place slots as you would, nothing special needed here.x = matrix3 [0, -1, 0] [-1, 0, 0] [0, 0, -1] [0, 0, 0]; bb = nodeGetBoundingBox for a in $ where a.name == "BoundingBox" do (bb = nodeGetBoundingBox a x) r = for a in $ where a.name == "Radius" collect a format "Dimensions = % % % % % % %\n" (units.formatValue r[1].radius) (units.formatValue bb[1].x) (units.formatValue bb[2].x) (units.formatValue bb[1].y) (units.formatValue bb[2].y) (units.formatValue bb[1].z) (units.formatValue bb[2].z); for a in $ where (classof a == F4_Slot) do ( y = a.transform * x; format "AddSlot = % % %\n" (units.formatValue y.translation.x) (units.formatValue y.translation.y) (units.formatValue y.translation.z); ) nDOF = 0 nSwitch = 0 for a in $ where classof a == F4_DOFhelper do ( if a.DOF > nDOF then (nDOF = a.DOF)) for a in $ where classof a == F4_Switchhelper do ( if a.Switch > nSwitch then (nSwitch = a.Switch)) format "Dofs\t= %\nSwitches\t= %\n" nDOF nSwitch
The next two scripts help to find DOF or Switch helpers that have no children. This can cause ODLLOG to crash.
macroScript FindHungDOF category:"Falcon4" ( for i in $* do ( if classof i == F4_DOFhelper and i.isHidden == false then ( bSelect = true; for k in i.children do ( if k.isHidden == false then bSelect = false; ) if bSelect == true then selectMore i; ) ) )
macroScript FindHungSwitch category:"Falcon4" ( for i in $* do ( if classof i == F4_DOFSwitch and i.isHidden == false then ( bSelect = true; for k in i.children do ( if k.isHidden == false then bSelect = false; ) if bSelect == true then selectMore i; ) ) )
Regards
Dave -
Thank’s Dave.
Cheers,
LS -
Many thanks!
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(forever) thanks Dave for your precious work !!!
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Dave, outstanding!
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Excellent work, thank you!
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How to import LOD models in 3DSMAX?
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@611-eagle:
How to import LOD models in 3DSMAX?
Not implemented.
Regards
Dave -
@611-eagle:
How to import LOD models in 3DSMAX?
Please remember to contact the original modeler before modifying any existing model.
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Should this really be under community Mods or release and updates?
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Dave, will it work with Autodesk 3ds Max Design 2012 32-bit ?
PS, what qawa said
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Dave, will it work with Autodesk 3ds Max Design 2012 32-bit ?
PS, what qawa said
I have never tried it. I don’t know much about Max Design. You could try it and see what happens
Regards
Dave -
Pretty new to it myself
I’ll give it a go! and let you know!
Must catch up with you sometime…
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Wahey……vey…Dave, you the man!
Have F4 cockpit, F4 DOF and F4 switch under modifiers and the option to export to Falcon4 LOD V3 (*.LOD, *.BLK)
I ran your installer then copied the contents of plugins to plugins…anything I’ve missed?
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This exporter includes animations, or bone assignments as well? Can’t recall the correct lingo off the top of my head, also, I currently use the student version of 3ds, not sure how much longer my account will remain active though. The pit that I was originally working on is lost, but I’ve become fairly proficient in 3ds, so it wouldn’t take long to make a new model, would just need to brush up on UV mapping again when it came time to do so. I had spoken with ya some time ago when I was looking into creating a new pit for one of the other falcon flavors and I remembered visiting your site and seeing how simple it was to set up switches or other animations in 3ds max.
I’m also wondering if it’d be better to get a “.x” converter? Plugins are available for pretty much any sort of 3d modeling program out there for .x;
Also, I’ve begun my programming classes which has taken away some time from my other activities which has side tracked me into designing some of my own stuff but when I get proficient at C++ I could look into making a converter for .x to lod unless there’s one already… which there may be, but I thought I remembered seeing something like that awhile back. If I ever got around to that, I’d just have to get with you so I could see the structure of falcon’s lod, but that would be a few months down the road if I were to tackle that.
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one of the other falcon flavors
Was that the flavor thats FREE???:uham:
Waz up KR, lol
RAM22
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What’s up! Figured I’d find ya over here eventually! Oh, and of course it was the free flavor!
On overload currently, networking, programming, and of course the pregnent lady, lol. This C++ is got me hooked currently, taking away my study time from my networking classes, but begining to get a grasp of c+, already got a atmosphere program going, just spitting out statistical numbers to me right now but looks promising. Going to be a rocket scientists here shortly as well with all the research I’ve been putting into propulsion, aerodynamics, and other related equations, lol.
Only got two days left on my 3ds though, sent out a thing to reactivate but hasn’t been approved yet, sucks because I’ve got a unfinished model that I was planning to test things out with. Won’t be able to get a dx class until next fall though and they use XNA which uses C#. So, I’ll have to teach myself C++ and dx over these next few months, if I don’t understand it all then I’ll have to take the xna class.
Definitely curious to see what this version of falcon could turn into though! The foundation of it all looks promising.
But this little guy will be dead if my 3ds expires, no time to finish it right now and probably wont be able to touch it for another month atleast. Sucks too, because with Dave updating his exporter it should’ve been fairly simple to slap it into BMS if needed once I got around to texturing it. Which reminds me, anyone know if we’re able to use DXT5 instead of DXT1, what about the alpha layers as well? Or, if someone already has the info to these sort of questions, would be so kind to post a link, I searched, found nothing or perhaps over looked it.
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Yeah, that is a little guy. I thought when I clicked on it it would, uhhhhh, grow, but I guess you didn’t give it any ENLARGEMENT Pills.:D
Nice work. PM inbound.
RAM22
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Thank you Dave!
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Wahey……vey…Dave, you the man!
Have F4 cockpit, F4 DOF and F4 switch under modifiers and the option to export to Falcon4 LOD V3 (*.LOD, *.BLK)
I ran your installer then copied the contents of plugins to plugins…anything I’ve missed?
Great news. Just make sure that the DOF and Switch numbers are visible in the panels. There are some data files that should have been installed also.
Do a test export and see if you get a LOD. If so all is well.
Regards
Dave