3DS Max Exporters for BMS
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The DOF helper gives you a description of the DOF, not just a number.
You can open the dof.xml file if you just want to look through it.
Regards
Dave -
Thx dave… where is this file? Sorry for all the question
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Something like users\APPDATA\Autodesk<3ds max version>\plugcfg
Regards
Dave -
Also working with 3ds max design too!
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Some guys asking what is face, vertex or poly… Here is answer:
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@611-eagle:
Some guys asking what is face, vertex or poly… Here is answer:
I don’t get it.
Joke, m8.
Cheers,
LS -
Sorry guys, i´m still have problems with DOFs list in HELPER. The list is not showing. I´m working in 3DS Design 2012 version 64bit. I can´t see what´s wrong.
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Sorry guys, i´m still have problems with DOFs list in HELPER. The list is not showing. I´m working in 3DS Design 2012 version 64bit. I can´t see what´s wrong.
PM or Live Messenger
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Sorry guys, i´m still have problems with DOFs list in HELPER. The list is not showing. I´m working in 3DS Design 2012 version 64bit. I can´t see what´s wrong.
Hi,
I am going to need a bit more information to help me help you.
Can you provide screen shots or a video of your scene and how you have the models set up or send me you model so I can check it. I don’t have 3DS Max Design though so I don’t know if 3DS Max will load it.
Regards
Dave -
nevermind guys, i install 3ds 2010 and all work perfect. by the way my mail is [email protected].
Thanks for the answer .here are some pics of my model:
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Good to hear and great looking model.
Regards
Dave -
Thx to you dave, is more easy work with the model now.
The model is more advanced than this pics… but i have to learn to more about the switches and dof, etc etc.
thx againhere some pics more
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Hi Dave,
A couple of issues I am having:
1. For some reason, I cannot get ogglod to display an exported model larger than about 12,000 nodes. What is truly odd is that ogglod will display the cockpit model (> 30,000). Part of the problem may be that I am working off a model file that Naldo forwarded to me. As a side note, the exporter does not display transparent polys properly, but it does display transparent polys correctly on files that I started from scratch. Does 3dMax use F4exporter references from the file or from my local install?
2. To compound matters, I tried putting a new ogglod.exe in my \windows\system folder. Now, the freeimage.dll used by the exporter is different than the one used by LODEditor (it seems to be using a different KoreaObj.hdr file as well because I get different textures depending on whether I use the exporter or LodEditor).
Any thoughts?
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Hi Dave,
A couple of issues I am having:
1. For some reason, I cannot get ogglod to display an exported model larger than about 12,000 nodes. What is truly odd is that ogglod will display the cockpit model (> 30,000). Part of the problem may be that I am working off a model file that Naldo forwarded to me. As a side note, the exporter does not display transparent polys properly, but it does display transparent polys correctly on files that I started from scratch. Does 3dMax use F4exporter references from the file or from my local install?
This probably has more to do with the number of nodes in the root branch than anything. Try the auto subtree option with a value around 8000.
Are the transparent polys being created with the required pType? This is likely to be something in the way the material and smoothing is setup.
2. To compound matters, I tried putting a new ogglod.exe in my \windows\system folder. Now, the freeimage.dll used by the exporter is different than the one used by LODEditor (it seems to be using a different KoreaObj.hdr file as well because I get different textures depending on whether I use the exporter or LodEditor).
The exporter has no direct requirement for freeimage.dll it is only ogllod that needs this. I think ogllod will look at the path set in the LODEditor registry settings for the location of the textures unless there are textures in the same folder as the model.
Regards
Dave -
Try the auto subtree option with a value around 8000.
You know, sometimes I am amazed at how stupid I am. That was it exactly.
Are the transparent polys being created with the required pType? This is likely to be something in the way the material and smoothing is setup.
Yes. It seems to be a display issue with ogglod. Sometimes it displays transparent polys as quasi-opaque. That is, it displays the blue ogglod background, but does not always display other parts of the model that should be seen.
The exporter has no direct requirement for freeimage.dll it is only ogllod that needs this. I think ogllod will look at the path set in the LODEditor registry settings for the location of the textures unless there are textures in the same folder as the model.
Okay, what determines where the exporter looks for ogglod?
Thanks,
-Robert
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Yes. It seems to be a display issue with ogglod. Sometimes it displays transparent polys as quasi-opaque. That is, it displays the blue ogglod background, but does not always display other parts of the model that should be seen.
I think what you are seeing is just the way ogllod displays some models. It is due to the order of the nodes I would guess.
Okay, what determines where the exporter looks for ogglod?
Nothing. The exporter opens the lod with whatever the default program is for .lod files. So associate .lod files with ogllod .e.g right click->open with etc.
Regards
Dave -
New version uploaded, see first post.
Regards
Dave -
Hi there WaveyDave,
Just wondering if it would be possible for you to put a Max 2010 compatible ‘Simple DOF’ file on your SkyDrive.
If not no problems, I’ll figure all this export stuff out eventually, just thought it would speed up my learning curve no end to have a decent ish reference Max file.
Also, when you install the plugin, where do the help files go? I’m sure I remember reading some help docs for the plugins but now can’t seem to find them, and they are not the same ones as on the Sky Drive either I’m sure.
Does any one know if there is a guide on getting an object from Max to BMS from scratch… ie, where does my texture go, my LOD go, what should objects in Max be named, materials named, where to set pType (or is that automatic based on material settings?) and generally just a walk-through from start to finish.
Or if not does any one have a decent set of links for pages that explain different areas of the process that can be stuck in the header post of this thread to show people how to use the plugins?I’m generally just stuck with all the I/O stuff but I guess once you know it it’s easy, but that is usually a reason why it’s never documented hehe
Dave
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@Mr:
Just wondering if it would be possible for you to put a Max 2010 compatible ‘Simple DOF’ file on your SkyDrive.
Done
@Mr:
Also, when you install the plugin, where do the help files go? I’m sure I remember reading some help docs for the plugins but now can’t seem to find them, and they are not the same ones as on the Sky Drive either I’m sure.
There are no help files installed with the plugin. Use the videos and the pdf on my Skydrive.
@Mr:
where does my texture go
When developing the model put them in the sceneassets\images or materials folder. The texture only have to have the same name not extension so you can use 1111.psd in Max just as long as you put your 1111.dds in the <falcon4>\data\terrdata\obects\KoreaObj folder.
@Mr:
my LOD go
Your LOD has to be imported into the game DB. To do this look here.
@Mr:
what should objects in Max be named
Anything you like.
@Mr:
materials named
Use the texture number e.g. 1111.dds
@Mr:
where to set pType (or is that automatic based on material settings?)
Yes, it is based on the material settings and smooth groups. See the Surface pType Settings on my Skydrive.
Regards
Dave</falcon4> -
Thanks Dave,
When I finally get the hang of it I’ll make a little video that goes through the process from start to finish.
Still trying to get the main shape of this damn Eurofighter Typhoon laid out, it’s a pretty tough shape to get smooth and flowing through all the cross-sections, and the relatively low-res bp’s don’t help
Dave