Game Development Community

Max9 compiled exporter.

by Magnus Blikstad · in Artist Corner · 10/26/2006 (3:31 pm) · 24 replies

Okay, I finally managed to get the exporter compiled for max9. (It ended up being quite painful...)

This is the "old" exporter by the way, not the new "pro" one (I don't use it.... if you rather want that one, you'll have to compile it yourself. It's a whole lot easier than compiling the old one as the project files that comes with TGE 1.5 for the pro exporter work pretty much straight out of the box).

Just a standard disclaimer thing; I haven't really tested this thing out that much quite yet, it seems to work. But don't count on it. =)
It SHOULD work though... hopefully.

www.blikstad.com/max2dtsExporter_max9.zip
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#21
02/05/2007 (9:28 am)
Http://fosters.realmwarsgame.com/maxdts/ is the documentation. My max9 exporter is posted at the top of this thread.
#22
02/05/2007 (9:29 am)
And apparently the artists page have been updated with the max9 exporter now too (which is now located at www.garagegames.com/developer/torque/artist/).
#23
02/05/2007 (9:39 am)
Ahh, yes, that URL works much better.

i'm going to reinstall the exporter, something must be wrong. I'l figure it out

thanks for the links explanation.
#24
03/27/2007 (1:57 am)
Hello Magnus, would you be so kind enough to share the modified source code for the old max4 exporter to work with max 9? I tried recompiling it and fixing the changes as specified in Max9 SDK upgrade list and I'm left with linking errors (its actually more of a linking problem with Torque Lib and platform code). You can email it to me if you can. I'm interested in learning the fixes and how you did it rather on how to get a compiled version of the exporter. My artists were bugging me for some small features to be added that suits our project, but I need a good compiling base Max 9 source code to do so.


-EDIT- GRAMMAR
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