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
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
#2
10/26/2006 (4:17 pm)
I didn't really "rewrite" anything, I linked the exporter with the max9 SDK and fixed whatever issues there were. (there were quite a few pretty nasty issues though, but I don't have the time to go into that in detail at the moment. Maybe tomorrow. If I don't post a thread in the private forums tomorrow, feel free to bug me about it again =).
#3
10/26/2006 (6:57 pm)
Thanks for the input Magnus.
#4
11/04/2006 (8:39 am)
My word, thanks Magnus. This is just what the doctor ordered.
#5
Oh, and I forgot to mention; This is compiled for the 32-bit max, it will not work on the 64-bit version.
11/04/2006 (9:15 am)
Your welcome Adam. Let me know if you notice any issues. I've been sort of working on different things than exporting torque models lately so I still haven't gotten around to fully test things to make sure I didn't mess something up. =)Oh, and I forgot to mention; This is compiled for the 32-bit max, it will not work on the 64-bit version.
#6
Damn...now if i only knew how to compile the "New" exporter... all would be ok..
Though the old one is useble but i like the newer better
Regards
11/05/2006 (11:30 am)
Thanks !!..Damn...now if i only knew how to compile the "New" exporter... all would be ok..
Though the old one is useble but i like the newer better
Regards
#7
11/05/2006 (11:56 am)
The new exporter is pretty easy to compile, just load up the project that's included in TGE 1.5 in VC and hit compile. I don't use it, so I can't be bothered.
#8
EDIT: Well i gave it a go... but as i suspected.. no good
First off i was unsure what "max2dts" it was... the Pro or the Plus (if at all any of those two)
and when i tried to build... i got this error:
LINK : fatal error LNK1181: cannot open input file 'dtsSDK_DEBUG.lib'
Well... i think i did just about ... ALOT wrong :(
Regards
11/05/2006 (3:59 pm)
Ok... ill give it a go.. thanksEDIT: Well i gave it a go... but as i suspected.. no good
First off i was unsure what "max2dts" it was... the Pro or the Plus (if at all any of those two)
and when i tried to build... i got this error:
LINK : fatal error LNK1181: cannot open input file 'dtsSDK_DEBUG.lib'
Well... i think i did just about ... ALOT wrong :(
Regards
#9
In either case, you do have to first build the dtsSDK and the dtsSDKPlus projects to create those libs. Then you have to change the project settings on the pro exporter to point to the max9 SDK. But as far as I can remember there shouldn't be any actual code changes needed to get it to compile.
11/05/2006 (5:42 pm)
The new exporter is the one called "pro" (the "plus" exporter I have no idea what it was supposed to be since it only seem to export to dts, no animation support at all). In either case, you do have to first build the dtsSDK and the dtsSDKPlus projects to create those libs. Then you have to change the project settings on the pro exporter to point to the max9 SDK. But as far as I can remember there shouldn't be any actual code changes needed to get it to compile.
#10
do any thing involving Max9 (wich i found strange if i shouldnt)
so ill give it another go later
Thanks
Regards
11/06/2006 (12:41 am)
Ok.... well i did try to compile dtsSDK and that worked so did dtsSDKPlus... but i didntdo any thing involving Max9 (wich i found strange if i shouldnt)
so ill give it another go later
Thanks
Regards
#11
11/08/2006 (4:44 am)
Hm. Have someone had a chance to try out my compile of the plugin? There seem to be an issue when using multires... Can someone have a try and see if it's just something on my end or not?
#12
I found most of the needed fixes at www.garagegames.com/mg/forums/result.thread.php?qt=17702, seems to work just fine now. To anyone that downloaded the exporter previously. Please download it again! www.blikstad.com/max2dtsExporter_max9.zip have been updated.
11/08/2006 (5:08 am)
Okay, since this exporter was based on the max4 code there were indeed some multires issues. I found most of the needed fixes at www.garagegames.com/mg/forums/result.thread.php?qt=17702, seems to work just fine now. To anyone that downloaded the exporter previously. Please download it again! www.blikstad.com/max2dtsExporter_max9.zip have been updated.
#13
11/17/2006 (5:13 pm)
Great stuff Magnus!
#14
02/03/2007 (12:12 pm)
Dont suppose anyone's written a little "how-to" tutorial to use this? I've got it installed and everything, i just cant get it to output anything useable. Right now i'm on "no details to export" even though i've clicked the "auto" button on details, nodes, and bounds.
#15
Read the documentation at fosters.realmwarsgame.com/maxdts/.
02/03/2007 (12:15 pm)
"auto button"? This is the "old" exporter.. there's no "auto button".Read the documentation at fosters.realmwarsgame.com/maxdts/.
#16
02/03/2007 (12:43 pm)
That page links to an "artists" page that shows up blank, is that what Timothy meant in the other thread when he said it would take 24 hours to globally flush? or do i not have a required license to see that 'artists' page?
#17
02/04/2007 (7:51 pm)
Hi... been testing your compiled 3ds max9 exporter this monring. although it export .dts with animation.. kinda weird that it is exporting .dsq and prompts me with a .3ds max "preserve UVW map" and i checked the .dsq exported it has a .3ds extension on it.. btw thank you very much for a compiled 3ds max 9 exporter..
#18
02/04/2007 (9:06 pm)
Follow up.. restarting max 9 fixes the problem...
#19
02/05/2007 (8:13 am)
Quote:page that shows up blankWhich page exactly? It's strange in either case, all seem to work just fine here.
Quote:Follow up.. restarting max 9 fixes the problem...That's pretty weird, I'm guessing max somehow managed to not register the dsq exporter (and used .3ds as the default). Oh well, glad you got it working at least.
#20
http://fosters.realmwarsgame.com/maxdts/
as directed by... oh that was you :) well anyway it links to
"If you need a copy of the DTS exporter plug-in for 3DS Max please consult this page...."
http://www.garagegames.com/mg/projects/tge/artist.php
but when i load this link, it looks like this

i've cleared my cache and temp files, it's not on my end as far as i can tell.
02/05/2007 (9:24 am)
When i go herehttp://fosters.realmwarsgame.com/maxdts/
as directed by... oh that was you :) well anyway it links to
"If you need a copy of the DTS exporter plug-in for 3DS Max please consult this page...."
http://www.garagegames.com/mg/projects/tge/artist.php
but when i load this link, it looks like this

i've cleared my cache and temp files, it's not on my end as far as i can tell.
Torque Owner Alienforce
DLN
I really would like to learn how to rewrite exporters for different versions of max.
Could you make a post in the private SDK forums ?
Or feel free to drop me a email.