#2890154 - 10/29/09 01:16 PM
Re: 3dz - txt - 3ds max import / export
[Re: 453Raafspitty]
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Joined: Oct 2009
Posts: 47
rollin
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Joined: Oct 2009
Posts: 47
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how important is the colour index stuff?
would it be enough to give the whole model one colour index or is it important to give special parts different cI's ?
and is this a lot of work in 3dz studio (it's been done..) ?
Last edited by rollin; 10/29/09 01:19 PM.
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#2890213 - 10/29/09 02:45 PM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
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A nobody
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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.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#2890289 - 10/29/09 04:23 PM
Re: 3dz - txt - 3ds max import / export
[Re: Col. Gibbon]
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Joined: Oct 2009
Posts: 47
rollin
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ok thx gibbon.. that makes things easier another question ..the INI value is what _exactly_? and: this is how the tool looks like atm still working on this-and-that
Last edited by rollin; 10/29/09 04:23 PM.
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#2890307 - 10/29/09 04:59 PM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
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A nobody
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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.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#2890401 - 10/29/09 07:09 PM
Re: 3dz - txt - 3ds max import / export
[Re: Col. Gibbon]
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Joined: Oct 2009
Posts: 47
rollin
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Posts: 47
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hmm .. my code uses 3ds max build in functionalities so you can not just copy it.. and I don't have knowledge (and tools) to create a standalone solution let alone working on the 3dz code
Imo the fastest way would be to update rs_calc from gurney ..
there is no magic behind my solution.. I simply go down the branches of the rs tree, cutting the space along the best fitting poly into halves. And if I can't find one poly that can cut all remaining branch-polys into above/below I'm selecting all polys of this rs-loop-branch.
Fact is my calculator can not run into an endless loop like the rs_calc tends to.. so maybe gurney IS doing something different..
Isn't he around anymore?
Last edited by rollin; 10/29/09 07:20 PM.
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#2891641 - 10/31/09 03:23 PM
Re: 3dz - txt - 3ds max import / export
[Re: Col. Gibbon]
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Joined: Oct 2009
Posts: 47
rollin
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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 11:18 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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Joined: Oct 2009
Posts: 47
rollin
Junior Member
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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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#2892706 - 11/02/09 12:02 PM
Re: 3dz - txt - 3ds max import / export
[Re: Col. Gibbon]
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Joined: Oct 2009
Posts: 47
rollin
Junior Member
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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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#2894642 - 11/05/09 01:39 AM
Re: 3dz - txt - 3ds max import / export
[Re: rollin]
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Joined: Mar 2006
Posts: 164
Headwax.
Member
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Member
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Posts: 164
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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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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