3DS Max Exporters for BMS
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Anybody with exporter working on 2018?
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Anybody with exporter working on 2018?
It wont work, the last version is 2013 (works in 3ds Max 2014)
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_6E179A56_5552_4D0B_BA61_BBD37B9E52DB_htm -
Is the source code for the 2013 version of the exporter available? I would be willing to write an updated exporter, but I really don’t know much about the exported file formats and so a detailed reference would be required.
If that code is not available, I will at least start looking into fabricating an exporter from scratch because all of my models are built in 2017 and I do not have the financial resources to invest in other legacy versions of the software; bear in mind that it will probably take me a significant amount of time to “reinvent the wheel”, so don’t hold your breath for anything incredibly soon.
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Hmmm let’s see how that goes.
In addition maybe Mortesil would greatly benefit from having this part of code.
Am sure will answer some questions he might have or help him verify some things.
And maybe be more productive with import export functions.
It would be great to export from his tool and get everything in 3dsmax (DOF’s switches etc.)
Anyway one can dream of.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Source code not available…
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Thought so. U gave a hint in previous post.
Pity.
So we r stack with 2013-2014.
Not a big deal for now, but in 3-4 years we might have issues.Unless someone does the magic from scratch?
Mortesil is a good candidate as he has some friction on the subject… But he is over his neck for now I believe…
Edit: not so polite from my end.
I assumed by Dave u mean WaveyDave.A great THANK YOU to WaveyDave for all the effort for all that time and the help he provided.
Hope he will leave the code behind to the BMS team at least for his legacy and Falcon to continue.
I hope it’s something temporary and he will be back soon again, and even if not I wish him all the best.
Respect!!! -
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Well Mortesil actually if u have the code according to WaveyDave all u need to do is recompile it with and for the new version.
Coding wise might will need changes supporting the new functions if they are changed - altered.Autodesk releases SDK’s (for free) that support specific versions of 3ds max.
Having the current code and the new SDK and Visual Studio u have to use the same code and implement changes only.
No need to do it from scratch.
Sure ain’t just a copy paste compile thing but not as hard as doing it from scratch without knowing how it works.
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What part of we don’t have the code and Dave didn’t share it in our repositories didn’t you understand? Even our coders can’t do anything about it.
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I didn’t miss anything Switch.
I can’t believe that a guy that build and supported this part of the falcon world greatly, having the balls to ask for contributors to give and their source files which thankfully many did, has just left the building.
I hope he is well and this is something temporary, or whatever the cause to be resolved and let him come back to us.
It’s unthinkable to me that he cut off his legacy.
I’m not in and don’t care to learn what and why happened, if u know something and we can help the guy then it’s another story. Still no need to know the reasons.
I believe u don’t know as u said he just disappeared.
We all bare our cross in our personal life and some times things get pretty rough.
Let’s hope the best for him!Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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That sucks about the missing code. Does any documentation exist about the LOD format? I can’t find much from cursory searches on the forums, but if any design documents exist for the file type or even info on the interfaces the graphics engine uses to load them would be helpful in getting a new set of 3DS plugins built.
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Hello everyone,
I have a problem when I export LOD files. I am modelling Seosan airbase. I created textures. But when I export to LOD I cannot see anything in LOD viewer, it always says Rendered 0, processesed 0. I am using 3ds Max 2014. Actually, I was talking about this problem in Airbase creation thread but I decided to move to this threat becuase this thread is better place for problem. I believe there is problem about exporter or 3d Max. Let me tell why I came up with this idea: The first time I tried to export to LOD I got an error message about missing mfc71.dll. I was able to export to LOD but I was unable open the LOD file. I reinstall the 3ds Max and problem solved. No more mfc71.dll error. But this time, like I said in the beginning of this paragraph, I cannot see the images that I created in LOD viewer. I do not get any error message. But I am jusr unable to see the file. Here is an example:
I always get the same issue for the model that I created. But I am able to see models of other creators. Here is a strange thing: I am having same issue for JanHas models. I download some models of JanHas and I cannot see his models either. I get same problem, Rendered 0, processesed 0.
Another issue is the LOD files that I created are really small. I mean they are only 6 kb for taxiways, 1 kb for runways parts. I believe they should be larger files. Here is an another example of my problem:
This is a image after the export. But the result is the first image. Also I am using Windows 10 64 bit.
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Upload a lod file to check it or a 3dsmax file to check it.
If u don’t want to upload your model, just create a cube and export it.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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https://drive.google.com/open?id=1OP_oOaeUao8cx4e3ZTRizr7_zkSSl7Er
I uploaded both max and LOD files.
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Important Update: I am now able to see all of the LOD(Even JanHAS models) files in zipped file. I can even see my models when zip them and opened from zip file. I am quite confused.
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Your models look ok in lodeditor and ogglod viewer. They don’t have a texture file so they are pure white.
when you are in the ogglod viewer click and hold left mouse button and move the mouse. this rotates the view.
when you are in the ogglod viewer click and hold Right mouse button and move the mouse. this pan’s (moves) the model to the view. IT moves a lot so be gentle with the mouse.
when you are in the ogglod viewer use the buttons < > to zoom in and out. They are not the cursor move buttons.
in ogglod hit spacebar to show extra options.
Anyway in the lodeditor if u open the model and then select edit it shows the model wireframe. So you verify that your model is imported correctly.
In Lodeditor folder there is a document in word named LODEditorManual.doc I suggest you read it.
Now with what I read you say, either you do things that you have no idea what you are doing, which is good cause it’s in the learning process, we all experiment before we read and produce, or your setup is messed up seriously.
So if you read and still have same issues then you must check the setup.
There are tons of videos showing how to export and import and threads and pictures… look at those.You can also capture and upload a video how you do it and we can then tell you what you are doing wrong.
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Thank you so much for your help Arty. I eliminated some of causes. There is no problem with LOD exporter. Probably the reason is my 3ds Max or Windows. I starter to get error message about MSVCR71.dll. Also some of the menus are corrupted. This computer that I amusing right now belong to my parents. It was full of virusus when I first came here. There some Windows problems as well. I will let you know when I find the exact solution. Thanks again.
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Update: Problem is going on. I have reinstalled the windows(windows 10 64 bit) and made a fresh installation of 3ds Max 2014. I solved most of my problems with 3ds Max(corrupted menus etc.). But I still cannot see anything in LOD files of anyone. I am able to see them when I zip them.
My LOD files on my desktop. If I right click, zip them and then I open the LOD file directly from a zipped file(without unzipping to somewhere) LOD file opens normally. I know this sounds quite weird.
The same thing happens when I export LOD file from 3ds Max. At the end of the LOD export, I check the box that says open the file with the viewer. Viewer opens but still, the same problem “processed 0, rendered 0”. At the moment I can still keep modelling but this problem causes loss of time.