Game Development Community

New Dark Industries 3ds Max 7 & 8 Exporters

by Spencer Boomhower · in Artist Corner · 07/31/2006 (2:06 am) · 51 replies

There's a post about these new tools over at Tim's blog: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10894

Matt Summers made this snazzy-looking new tool, and he suggested we put feedback into this forum. So this is a place to post feedback, bugs and questions.

Here's what I've found:

First off, it's really slick, and I got a kick out of the few features I had a chance to play with. Specifically the rollout that can crank out collision meshes (and corresponding LOScol meshes) at the push of a button. However, on the subject of:

Collision Meshes: I have lately been making DTS files that have more than the old limit of 8 collision meshes, so the fact that the rollout only seemed equipped for 8 seemed limiting. That aside, I've only been able to export up to 20 collision meshes. According to David Michael, the coder I'm working with, there should be no limit on the number of meshes at DTS can use, but the exporters - the Dark Industries exporter, and the GarageGames Max 5 and 7 exporters as well - won't let me export more than 20. The nice thing about the DI exporter is that when I try to export too many COL objects it just gives an assert, whereas the GG tools crash Max.

Auto-Billboards; Another thing I've been interested in is billboards as a low detail level. I only recently learned that Torque can produce billboard textures automatically. I discovered this looking Bravetree's Tree Pack files, specifically FTree02_BB. There's a LOD marker named BB::detail2, and no corresponding object mesh. This marker auto-generates a billboard. However, I've only ever been able to get this to work when exporting from Max 5 using the GG exporters. Billboards, auto-generated or otherwise, don't work for me when exported from Max 7.

I see the DI exporter has an "Auto Billboard" setting, but I couldn't get it to work, at least when using the files from the tree pack. I tried both files that were already set up to auto generate a BB already, and files that weren't.

In both the GG and the DI Max 7 exporters, trying to export FTree02_BB - the file with an auto-billboard marker already set up - produces a "crossed detail levels" error, which says that the error can be turned off. With the old Max 7 exporter I can see where to turn it off, under Error Control > Allow Crossed Details. In the DI exporter, however, I don't see where to turn it off. Just as well perhaps. If I check Allow Crossed Details when exporting from FTree02, Max 7 crashes. Max 5 exports this file just fine with "Allow Crossed Details," though, and the auto-billboards show up in game.

EDIT: At the time I originally made this post, I had both the Dark Industries exporter and the exporter from the GarageGames Artist Page installed. Turns out this causes all sorts of problems. I revisited the auto-billboard test after fixing this, and now it at least exports the BraveTree file. However, when I look at it in ShowTool Pro, the billboard is visible at all times, at all detail levels, overlaid on the higher detail meshes. And when I try to place the exported DTS in my game, the game crashes. That could very well be a problem with the app, of course, and there's always the chance there's a problem with the Max file. Though I think of the BraveTree files as the benchmark for proper Max file setup.

Material Settings: The only other problem I can think of off-hand is that, in the DI exporter, I tried to change some material settings in a multi-sub object material. It showed the name of the multi-sub, but all the settings were grayed out. The names of the sub-materials didn't show up in the list, so I couldn't change them there.

All in all the Dark Industries exporter is a nice looking product, and just from my experience with the Collision Manager, I get the sense that it'll be a very powerful tool. It looks like it might take some unlearning of the old ways of doing things to make the most of it, but that's what it takes to make these kinds of leaps ahead.
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#41
11/29/2006 (1:35 am)
BTW, I looking over what I wrote above it might read that I'm saying there's a major problem with Matt's exporter when I say "I can't export any of my characters" with it. However, I'm talking about probably... five characters at the most, and they're all based on the same skeleton and node hierarchy. So it's really just this one setup that's not working.

That's the setup that was modeled after the player.max file - the Torque Orc Max file - that came with the Torque source code. It's a biped setup, and I guess the problem is that it doesn't have these base01 and start01 nodes Matt's exporter is looking for.

Overall, Matt's exporter is great piece of work, and I'd like to use it all the time. I just have to get over this one hurtle.

@Caylo:

Over on this link:

www.garagegames.com/mg/forums/result.thread.php?qt=47081

Matt said:

Quote:The most common problem with LODs using the new exporter is actually caused by having the old max exporter and the new exporter installed at the same time. Max is pretty dumb about how it handles file export calls from MaxScript. Basically all you can do is tell it what file type to export and it chooses the export plugin to use on its own. Having both exporters installed usually results in the old exporter being used which has LOD problems that have to be fixed after export using the "DTS unmess" utility. If you look in the file export list you'll notice 2 sepertate DTS export options and 2 seperate DSQ options.

That was the problem I was having: the same issue I'm seeing with the LODs in the old Max 7 exporter I was seeing in Matt's exporter. But uninstalling the old exporter made Matt's exporter work correctly.

Sounds like it's kind of a crap shoot, so that in some cases it can - and in your case, it did - work just fine.

400 meshes? Holy moly :)
#42
11/29/2006 (1:38 am)
Caylo Gypsyblood

Thanks for your answer. You are right about only using the bounding box on a character.

But I still have the same problem on houses/buildings I have to go in to. How will I go about fixing this?

Thank you.
#43
11/29/2006 (2:51 am)
Spencer, thanks for the link. Guess im just blessed it have always worked exactly the way i expected.

Nick, I 'think' for your animations, look at how the crossbow functions in server/scripts/crossbow.cs near the end is a bit about 'state system'. I have used the 'state system' for an exploding mushroom, with player interactions, but my animation was exported WITH the DTS shape. So I may be far off when it comes to DSQ.

For your collision issue, i have put an example shape MAX file with collision and LOS (line of sight for raycast collision) HERE. Hope that can help.
#44
12/04/2006 (8:18 am)
Still having issues with Biped. I keep I've reskinned my entire model again and during export I get no nodes, then once again when I create a cfg, it reads that the hip is not linked to the mesh. Can someone explain what the heck is going on? I can't be the only person having this problem!
#45
12/07/2006 (8:28 am)
Hey guys, where can i download the final release version?
#46
12/13/2006 (9:27 am)
We have an updated version of the Max exporter just about ready for wider release. The updated exporter contains the following bug fixes:

* Problems with exporting characters that use the character studio Biped have been fixed

* Dependance on the root nodes in the scene being specifically named "Start01" & "Base01" has been removed from the exporter. I am still updating the UI scripts to accommodate this change. This will allow greater scene compatibility with files setup for the old exporter.

* The limit on the number of collision meshes has been increased to 255. Previous to this trying to export 20 or more collision shapes would cause an assert and crash the exporter.

* An issue with reading and exporting material reflection settings has been fixed.

As far as issues with the core exporter go (meaning the compiled dle, not the UI scripts) The last two issues I see on this thread are with IFL and UV animation.

Here is the post I'm mentioning:

Quote:I couldn't get IFls's to export unless the sequence started on frame 0. Which means it's not possible to export more than one IFL animation in a single file. For instance, if I have a gun with a 'fire' animation, I HAVE to specify the 'fire' animation on frame 0-# for it to export, otherwise it simply stays on frame 1 of the IFL when I preview it in ShowTool. So if I want a different 'fire' sequence in this same Max File, say on frame 60-90, I can't do it.

Also, I'm not able to get any kind of UV texture animation to export properly. I'm using Max 7, and when I try to animate any type of texture offset, every time I get an error in the dump file saying: "Error #20:Mesh topology is animated on mesh "jumppulse2"." When in fact, I'm simply animating the texture.

Thanks.
-Ben
Animator at Mind Control Software

Does anyone have a max scene file they could send me that exhibit this IFL problem. I can make my own test file but sometimes it nice to have files created by some else just to make sure that I'm not missing something.

Also, it is my understanding that UV animation is outdated/deprecated in TGE so we never really spent any time to add this feature to the exporter. How many people still use this functionality? Does anyone have any UV animation test files they would like to contribute for my testing purposes?

Thanks,

-Matt Summers
#47
12/13/2006 (10:51 am)
Matt,

First and foremost, I really appreciate the effort you put into this exporter; it's a top notch tool and makes my art tasks much easier. Thank you very much. =D

In the past (in other engines), I have used animated UVs a fair a amount though I haven't tried them yet in TGE. I would be happy to build some sort of test geometry if it would help. Of course, if I understand depreicated correctly it might not be supported by the engine?

Just let me know if there's any way I can help out with test assets, I appreciate all you've done for the community with this and am happy to help if I can.

Regards,
Don
#48
12/13/2006 (11:53 am)
I'm going to chip in here and say that this is by far the best tool I've used to get any asset into TGE.

I'm still using max 8 just because of this tool. I have max 9 loaded and ready to go, but I won't use it until this tool is availible for max 9.

I really like this tool and I enjoy working with it. Please keep up the great work and look forward to the new version.

When you get to the point where you are selling this product,, I will be the first in line, waving my credit card.
#49
01/16/2007 (7:04 pm)
Hi Matt,

I wanted to bump this thread to ask how things were coming along. I've been working on some assets in Max and am finding myself coming up against the 20 collision object wall. So far I've got plenty of assets still to go under that limit, but I'm starting to have to get pretty creative about building collision. =)

Regards,
Don
#50
01/23/2007 (7:59 pm)
I tried using the new 1.3 exporter on a player.max file. I use the bound box and choose export dts, it crashes my max. I'm using max 8, can someone tell me what I need to do to get this max player exported?

thanks
#51
01/24/2007 (12:10 pm)
An updated version of the Dark Industries Max exporter is available.
click here for more info
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