3DS Max Exporters for BMS
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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.
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U must set ogglod.exe as the default app to open the lod files.
Open LodEditor, open lod file, select edit. What do you see?
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Setting as default app solved my problem. Thank you so so much Arty.
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Hey Dave do you think it’s possible to make these plugins Available for older versions of 3ds max i have a legit copy of max 9 or should i just give up and download and learn how to use the new versions and also because autodesk is offering 2017 and above for education purposes
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Please check your messages.
3dsmax9 wow… -
Guys i know this was already very discussed around here but what’s the necessary steps to upgrade the plug-ins and sdk to newest versions of 3DS?
In a near future we need to start thinking seriously to this issue.
I am not an program expert at all but I read in the autodesk foruns tha is possible to upgrade the plugins without the need to build them from scratch. -
it would be good if it would be possible to upgrade the tools in 3dsmax, Because I’m modelling in 2020 and I would have liked to import one of my modell into 2017 3dsmax, but it was impossible. So the newest plugin is for 2014 if I remember well.
So what should it do to avoid the multiple 3dsmax intsall and the back and forth import and convert the modell?
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it would be good if it would be possible to upgrade the tools in 3dsmax, Because I’m modelling in 2020 and I would have liked to import one of my modell into 2017 3dsmax, but it was impossible. So the newest plugin is for 2014 if I remember well.
So what should it do to avoid the multiple 3dsmax intsall and the back and forth import and convert the modell?
It would be nice! Theres a lot better things in newer versions always in 3ds max. I hope Dave if he doesnt want to upgrade his plugins at least give them to someone that can do that
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@WaveyDave : My max crashes when trying to scroll through the switches and specially when trying to get switch #232-noname…. any idea why? or what is this “noname” switch?
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@WaveyDave : My max crashes when trying to scroll through the switches and specially when trying to get switch #232-noname…. any idea why? or what is this “noname” switch?
Don´t click it on the 232 or either all that says noname. Not usable for now and it will crash.
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If you get the latest switch.xml file it should fix the issue.
There is a new exporter on the way.
Regards
Dave -
If you get the latest switch.xml file it should fix the issue.
There is a new exporter on the way.
Regards
DaveThis is amazing news my friend
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Guys need some help. i did a format (much needed actually) need to get the exporter work at 3ds max 14
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Guys need some help. i did a format (much needed actually) need to get the exporter work at 3ds max 14
Copy
callbacks.xml
Colour.xml
DOF.xml
switch.xmlfrom
C:\Users<username>\AppData\Local\Autodesk\3dsmax\2013 - 64bit\ENU\en-US\plugcfg.
to
C:\Users<username>\AppData\Local\Autodesk\3dsmax\2014 - 64bit\ENU\en-US\plugcfg.Cheers, :yo:
LS</username></username> -
Copy
callbacks.xml
Colour.xml
DOF.xml
switch.xmlfrom
C:\Users<username>\AppData\Local\Autodesk\3dsmax\2013 - 64bit\ENU\en-US\plugcfg.
to
C:\Users<username>\AppData\Local\Autodesk\3dsmax\2014 - 64bit\ENU\en-US\plugcfg.Cheers, :yo:
LS</username></username>Yeah Got it thanks!
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I hope this is a relevant thread for my question,
I got hold of a JF-17 lod file that I imported and can now see it in the sim. It came with a default skin for PAF
Now I got hold of another skin, question is how to enable the selection of the skin in Mission Commander or the sim.
I see in the parents folder the parents.dat has Texture value which I can change from 1 to 2 but how to enable the new skin to be selectable. Will it involve going back to 3dMax, importing the lod file and adding an additional skin option there?
The new skin is also in dds format, I don’t want to overwrite the original set (that’s easy) but then I will loose the original one- i want it to be selecatable just like for various version of F-16 we have.
To summarize, how we can enable the selection of various skin texture numbers- currently the model looks for 4500.dds only, how can I enable adding another skin texture set say 4502.dds -
To summarize, how we can enable the selection of various skin texture numbers- currently the model looks for 4500.dds only, how can I enable adding another skin texture set say 4502.dds
3DSMax is not the tool to add texture sets.
https://www.benchmarksims.org/forum/showthread.php?37613-Add-2-or-more-skins-to-a-single-airplane-4-34&p=522649&highlight=textureset#post522649
Cheers, :yo:
LS -
Hello everyone,
There is an issue that I need help about it. I do not know if it is bug or not. The problem is invisible LOD. Basically when I export the model it is invisible in OGGLOD, but I am able to open the model in LOD editor and able to edit. When I upload this invisible model into the Falcon it is also invisible. But there is no other problem within Falcon, no crashing etc.
This model does not have one part. Other part are completely fine. Also, when I open a new file in 3ds Max and merge the problematic model into it the problem still occurs. By the way I am not able to see this file in OGGLOD in any of the object types(spline, mesh, poly). Even if I draw something else within this problematic file, that is also invisible too. Any thoughts guys?
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@mhm:
This model does not have one part. Other part are completely fine.
Uhmm, hard to say without any screenshots and more info.
Generally, I would
- check geometry (flipped normals?)
- check material settings
- check material ID 1 (rarely wrong, except you set them)
- check UVW mapping
- check Map channels 1 (rarely wrong, except you set them)
- check “Summary info” on export for correct PTypes.
Cheers, :yo:
LS -
Thanks LS but that is not the case,
I should provide more: It is a spline model not poly or mesh. It is actually air base light model. Summary info section is how it supposed to be. P type is 1 as it should be.