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#2875878 - 10/08/09 12:16 PM
3dz - txt - 3ds max import / export
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SimHQ Junior Member
Registered: 10/07/09
Posts: 47
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#################################################################################### DONLOAD & TUTORIAL page Newest Release v0.91 #################################################################################### Heyho I'm working from time to time (and now again) on a 3ds max model importer and exporter for 3dz-txt files. I havn't really tryed to finish it bc my tests with the RS_calculators weren't really successful. But yesterday I've made a positiv test and others here are also reporting that the RS_Calculator doas acutally work (somehow) So I'm now trying to get my own plane into the game (a simple one .. I don't trust the rs_calculator yet) and see whats possible the 3dz file is quite strange and messy so it's not possible to get it 1:1 into max .. but most of it works and for newly created models it shouldn't be a big problem esp. with the additional help of the 3dz-studio The question is.. is there any need for an import/export tool für 3ds max?
Edited by rollin (11/02/09 03:19 AM)
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#2875907 - 10/08/09 12:50 PM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Hi Rolin. Some people might like to use 3ds max, because it's very quick to build in, but the down side is it's very easy to build an impossible model, EAW RS wise. I personally feel a better idea would be to update our existing studio. The VB source does exist. 
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2875964 - 10/08/09 02:10 PM
Re: 3dz - txt - 3ds max import / export
[Re: Col. Gibbon]
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SimHQ Junior Member
Registered: 10/07/09
Posts: 47
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jie the RS stuff.. I personally would love to see a solution where the RS stuff is going to be handled by the graphics cars like in any other game i know -.- the project is a personal project.. so I'm doing it anyway  I'll post some more info when I can get some basic plane ingame
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#2881370 - 10/17/09 01:16 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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ok some info I need:
do we need Lines support? (heard the rs_calc_ don't likes them?!) No
how important are single and multi colored polys(elements) ? Not very at all. They are not used much these days.
is the color index read from the actual applied texture? Yes.
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2888683 - 10/27/09 02:57 AM
Re: 3dz - txt - 3ds max import / export
[Re: FlyRight]
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SimHQ Junior Member
Registered: 10/07/09
Posts: 47
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thx Rotton50 and FlyRight! I do now understand the way of piggybacks and I'm quite sure I'll not implement it into my exporter .. simply bc it's incredibly difficult to find a representation of this in 3ds max.. it's simply not build for something like that.. and on the other hand it's very easy to deal with this even by hand in the txt-file itself.. Ok but now going on.. since I've solved the RS-Problem I'm now leaving the rs-calculation treat http://simhq.com/forum/ubbthreads.php/topics/2874456/Rendering_Sequence_Tree_calcul.html#Post2874456and continuing here. One question I have atm is .. what's this about the flt-files ? is there some editor that can handle this stuff ? As far as I understand it the muzzle flashes are not added by hardpoints but in the flt file.. is this right?!
Edited by rollin (10/27/09 04:19 AM)
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#2888691 - 10/27/09 03:11 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Hi rolin. Yes, the flight files control where the gun flashes appear. Mr. Jelly, has an editor for these data files, just I'm not sure where it's posted. Ray should have a copy. 
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2888918 - 10/27/09 10:14 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Hi rolin.
If the original element is correctly rendered, and has correct normals, then the Hard point will also show correctly with the _f value at 0, but if it does flicker, then the good old -32768 normally fixes it.
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2888942 - 10/27/09 10:49 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Correct rolin. That's why the _f must be 0, or -32768, so it shows at all angles. If the _f value is 1,2,3...... then it's linked to the insert codes. 
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2889351 - 10/28/09 01:56 AM
Re: 3dz - txt - 3ds max import / export
[Re: Col. Gibbon]
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SimHQ Junior Member
Registered: 10/07/09
Posts: 47
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ok all main goals are reached.. model was build in 3dsmax and exported with my tool.. I've just used the txt-to-3dz converter now some bugfixing, implementing exception handling and polishing some stuff edit: and I have to write a tutorial for sure.. thx all for your help!! btw .. this is the wrong texture for the model.. that's why it looks so strange (me so lazy) 
Edited by rollin (10/28/09 02:35 AM)
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#2889356 - 10/28/09 02:22 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Well rolin, that is a milestone in the history of EAW for sure. 
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2890213 - 10/29/09 07:45 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Hi Rolin. We hardly use any of the coloured polygons [type 3 & 4], so I would not bother supporting them. It's a simple job to change the polygon type in either text, or 3dz Studio. Looks like I'd better get a copy of 3ds Max. 
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2890307 - 10/29/09 09:59 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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The INI value is the maximum radius in EAW points, of the model. Say a model is 400 long by 500 wide, and 50 high, it's INI value would be 500. It's important though, to have this figure slightly larger than the exact value, because on the larger screens it's possible to things disappear before they leave the screen. So, I would allow a further 25%, the actual maximum radius, to cover these small annoyances. 
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2890384 - 10/29/09 11:55 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Hi Rolin.
As you have cracked the RS calc, is there any chance you could add your code to our 3dz studio?
Or, can you make a stand alone 3dz checking version, with an element error text output/RS if successful??
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2890402 - 10/29/09 12:11 PM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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OK rolin. I just had to ask. 
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2891641 - 10/31/09 08:23 AM
Re: 3dz - txt - 3ds max import / export
[Re: Col. Gibbon]
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SimHQ Junior Member
Registered: 10/07/09
Posts: 47
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tutorial is online.. might fix some errors if I could find them though there are some pictures if you want a small preview TUTORIAL
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#2892689 - 11/02/09 03:18 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Junior Member
Registered: 10/07/09
Posts: 47
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updated the first post! So this is the first release.. there are for sure still some bugs in there but I hope I've found the most and important ones. If you have questions or ideas for improvements regarding the tools or the tutorial, tell me  cheers
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#2892701 - 11/02/09 03:52 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Hi rolin.
A big thanks for doing this.
I'm sure a few new modders will be encouraged to try building in 3ds. but is there another free version which people can use? I know of Blender, and I have a copy of an old version of 3ds Max somewhere, but I doubt most people here would not like to pay the megger bucks for a new version of 3ds Studio Max.
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2892706 - 11/02/09 04:02 AM
Re: 3dz - txt - 3ds max import / export
[Re: Col. Gibbon]
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SimHQ Junior Member
Registered: 10/07/09
Posts: 47
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Hi Gibbon, jie I know about the problem of using professional tools for mods. But there are always some people who have access to them. I'm just contributing one tool for one program.. It's up to others to build tools for programs they know. Imo it wouldn't be a big deal to implement the rs-cal-check into 3dz studio for the person who wrote it in the first place.. that would be the fastest and for for everyone cheapest solustion ok supporting blender would be great too.. But I for my part can only support max 
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#2892753 - 11/02/09 05:31 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Senior Member
Registered: 06/04/01
Posts: 8432
Loc: Fleet, Hampshire, England.
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Hi rolin.
Does it matter which version of Max? I'll have to look out my disks, as I can't remember which version I have, but it's going to be OLD!
_________________________
Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.  Kasia is no longer part of this family!
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#2894642 - 11/04/09 05:39 PM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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SimHQ Member
Registered: 03/29/06
Posts: 163
Loc: Oz
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hello sorry to butt in here.... lurker headwax paying my biannual visit this is very exciting, along with spaw! I'm not sure how this works with the 3ds file but if you are after a free and simple (and powerful program once you get used to it) that will export in 3ds format I'd recommend anim8or http://www.anim8or.com/main/index.htmlI've used it for several years and the latest verison is very stable. It will export in 3ds and obj format amongst others. Working pipeiline would be for users to make their planes in anim8or and export it in in 3ds, and then for the lucky users with 3ds max 8 to run the code that will export it in 3dz - or whatever is needed could work, but obviosuly needs people to work together - which you all do I see cheers these planes were modelled in anim8or http://www.youtube.com/watch?v=wlcUcwb92rA
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#2894683 - 11/04/09 06:41 PM
Re: 3dz - txt - 3ds max import / export
[Re: Headwax.]
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SimHQ Member
Registered: 04/30/02
Posts: 4057
Loc: Adelaide, South Australia
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Hey Headwax- how about some online games again with 1.28C and SPAW! Try GameRanger!  Jel
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