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Max6/7 exporter !! Updated 12/25/04 .

by Matthew Jones · in Artist Corner · 11/26/2004 (3:56 pm) · 48 replies

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Matt
#21
01/27/2005 (4:44 pm)
Yes, here
#22
01/28/2005 (6:51 am)
Hi

I trying the exporter for 3dsmax and it keeps asking for a bounding box.
What's up with the bounding box should I make one?
Should it be named let me guess "boundingbox" or "bounding box"?

Thanx for all help I can get

Lee
#23
01/28/2005 (6:58 am)
Is it possible to find the 3dsmax character studio .bip files of the player in
starter.fps game the Ogre?

I want too reuse those animations on another character?
Also using character studio..


Thanx

Lee
#24
01/28/2005 (8:46 am)
Lee what you can do is actually rip out the Orc geometry from the file and use the skeleton and DTS nodes on your other objects. As long as you don't delete or add to the CS Biped or the DTS nodes that exist in the scene you can use this file on your character models and have the stock DSQ animations apply correctly to it.

As for getting a BIP version of the skeleton and DTS nodes there is no official file available for download though another user might have one (depending of course on what version of CS you are running).

Logan
#25
01/28/2005 (9:32 am)
BIP files would create the least mess for me beacuse the models are got
from the art department are rigged with CS and even animated, but the animator, didn't do such a good work of getting the animations work in Torque and I need something running fast to show my boss.
And the animator...

I got a run, walk, jump, duck, throw sequences but no strafe movments, no walking backwards etc. I need these or the NPC won't move naturally in Torque.

Thanks

Lee
#26
01/28/2005 (9:35 am)
Then make your animations.

Also I guess you got bounding box situation straightend out. IF not its name is "BOUNDS" and it is a straight geometry box.

And last but not least there the DTS DOCS
Although some things are different in this exporter most of the stuff is still pretty valid.

Matt
#27
01/28/2005 (10:15 am)
Thanks

But we don't have time too do more animations...

I'm just the programmer this time around, o yeh I get to expert the art assets...

It would be handy to have the bip files if they exist.

It would make life easier for every body not just me, but for anyone thats not up for animation work the first thing they do when they want to get there CS rigged character acting out using the finished FPS sample code.

A very cool and easy way to get started with your own rigged characters I say.

Thanx for the info, link etc right know I get some message "nothing to export" I have figured out that I need a cfg file and change it to fit my export. (I am just exporting a ball this first time) and play area then I will start with the characters. Is there a cfg file that would export my ball?
It's just a sphere...yeh and the bounding box "bounds".
Should it be inside or out side of my sphere if I want it to bounce of things.
Well I try both.


Thanx


Lee
#28
01/28/2005 (10:33 am)
The original source files for the orc you see in the demo do not exist (as far as I know). I know, becuase I did the setup for the Orc and the TSE Orc and I did not have the source animation files to work with. I have some of the more useless ones (recoil, look) but not the original run, back, and strafe (the ones that matter).

There is no use looking for the .bips for these for as far as I know, no longer exist. If you need new animations, get animating. Note that you can also get the girl pack if you need a character with a rig and the source to edit.
#29
01/28/2005 (1:14 pm)
@Matthew: I assume the old download link points to the updated version? I'll copy that one to the artists page and my site.
#30
01/29/2005 (2:19 am)
I guess if I succed to export my cs rigged characters with all the helpers the
Orc has correctlly named and linked I will be able to export just the rigging and mess of my characters as a dts and then I can use any animation in dtq
format beacuse the CH "bones" have all the same names. Right?

I really don't need to export my animations just the rigged CS studio character and reuse what ever DTQ animation files that exist. That's the idea
having them splitted up right?
#31
01/31/2005 (10:00 am)
Quote:Look like you have no alpha channel but maybe a MASK. You must have a 32bit PNG image with alpha channel. By default PSP and Adobe PS do not export this format. Only 24 bit maksed format.
I make mine in either tool as TGA and use EYEBATCH to convert them to 32 bit PNG's. I guess there is a PNG plugin for Adobe PS, called superpng or somthing but I have never had any luck with it in windows.
I know for a fact transperancies work, so if you do have an alpha channel in your image set you material up as follows:

diffuse :: .png 100
Opicity :: .png 100

The docs say you don't have to have the image in the opicity slot and to tell you the truth I usually have a copy of the alpha channel (opicity map) in the form of an image in mine. SO I would think as long as Opicity is checked on and set to 100 you should get your alpha value when you get to torque.

The only thing I haven't been able to get working id reflective transperant materials using one image. I am not sure why...

Hope that helps, let me know

Matthew Jones

I was using Photoshop and SuperPNG plugin, but did not work. I'm trying your suggestion, but don't working too.

I'm working on this problem since I bought torque with no sucess :(

Can you send me a file with a workable png file?
#32
01/31/2005 (11:29 am)
What kind of file? A PNG or MAX file? Which version of MAX are you running?

Matt
#33
01/31/2005 (12:08 pm)
If you were able to send me a max file it would be better to analyze, but if not, just a png file can help. Thanks.

It's look like don't rendering in 2-sided material....

sylker.250free.com/downloads/problema04.jpg
I'm using 3DS Max 7, a 2-sided material with opacity and a .png file.
#34
02/01/2005 (8:22 am)
If its not rendering 2 sided material its either cause you don't have 2 sided checked or you do not have the exporter that is for download in this thread.

Max2DTS

I know for a fact 2 sided materials export with the above exporter.

Matt
#35
02/01/2005 (11:14 am)
I has changed the plugin and the 2-sided is working now, but this new problem appear:

sylker.250free.com/downloads/problema05.jpg
Look the tree in front of a background with transparency and the little plants near the tree. The tree is rendering above the background and the plants are rendering very stranger. Before you ask me, the meshes with transparencies is SORT.

Thanks in advance.
#36
02/01/2005 (11:49 am)
SORT or not doesn't matter. Theres to many polies for tyhe SORT function to work correctly. Torque doesn't handle transperant things well at all. You kinda gotta trick it into handling them. With a scene setup like that your gonna problem no matter what you do. Unless you got a good programmer to fix it.

Matt
#37
03/06/2005 (3:42 pm)
Where can I find the Unmessdts.exe? So will this solve the envirnment mapping problem cause i too have emap = true in my .cs file? And the reflection slot is checked so I'm stumped.Thanks
#38
03/08/2005 (9:55 pm)
Is this still the latest max2DTS plugin for 3D Studio Max 7 ? it is 4 months old.
#39
03/10/2005 (12:50 am)
I would also like to know :-)
#40
03/10/2005 (1:07 am)
Worked for me!! YAY!