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#2875878 - 10/08/09 12:16 PM 3dz - txt - 3ds max import / export
rollin Offline
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Registered: 10/07/09
Posts: 47



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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]
Col. Gibbon Offline
3DZ Model Builder
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Registered: 06/04/01
Posts: 10849
Loc: Fleet, Hampshire, England.
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.

smile
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#2875964 - 10/08/09 02:10 PM Re: 3dz - txt - 3ds max import / export [Re: Col. Gibbon]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
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 smile

I'll post some more info when I can get some basic plane ingame

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#2876356 - 10/09/09 05:56 AM Re: 3dz - txt - 3ds max import / export [Re: rollin]
453Raafspitty Offline
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Loc: Australia,Toowoomba
Go for it.Anything to make the 3D fraternity grow here..
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#2881368 - 10/17/09 01:08 AM Re: 3dz - txt - 3ds max import / export [Re: 453Raafspitty]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
ok some info I need:

do we need Lines support? (heard the rs_calc_ don't likes them?!)

how important are single and multi colored polys(elements) ?

is the color index read from the actual applied texture?

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#2881370 - 10/17/09 01:16 AM Re: 3dz - txt - 3ds max import / export [Re: rollin]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 10849
Loc: Fleet, Hampshire, England.
Originally Posted By: rollin
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.
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Ah that's much better!

Wings Over Bytom

At home, with my great kids, Thomas, Jessica & little Nicola. smile

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#2881891 - 10/17/09 11:46 PM Re: 3dz - txt - 3ds max import / export [Re: Col. Gibbon]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
thx for the info !!

this is how the exporter will look like


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#2881893 - 10/18/09 12:22 AM Re: 3dz - txt - 3ds max import / export [Re: rollin]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
ok another question.. piggybacks are elements that are connected at the end of an Element?!

like here

E006= 3 10 38 40 42 43 41 39 142 144 143 141 112 2 10 200 255

there is an hardpoint piggybacked on element 6
normally lines are also just piggybacked and do not represent an separate element

is this true?

how many elements can be piggybacked on one Element? only one or infinite ?

I've red that piggybacks are baaaaaaad.. whats the deal with them? or are just polygone-piggybacks bad, but hardpoint piggybacks are ok?!



Edited by rollin (10/18/09 12:23 AM)

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#2881933 - 10/18/09 03:50 AM Re: 3dz - txt - 3ds max import / export [Re: rollin]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2508
Loc: Cape Charles, Virginia, USA
I specialize in upgrading old lo-res models to hi-res and I have some that are just riddled with piggybacks while others use almost none.

FYI, I've chosen to upgrade old models because it's much faster than building a new model from scratch.

There's nothing inherently bad about piggyback elements. They don't affect the function of the model within the game. They just don't fit some people's ideas about how to build models because they are a bandaid.

You can stick about 15 piggybacks on any one element before the converter gives up the ghost and scrambles the model.

But you can go past that limit by adding the piggybacks from within 3dz Studio. It's more time consuming but not much.

It's a "desperation" move though because once you have used that method to go over the 15 piggyback limit you won't be able to use the text conversion method if you have to apply another patch somewhere else on the model. I've only used this method a couple of times.
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#2881948 - 10/18/09 05:29 AM Re: 3dz - txt - 3ds max import / export [Re: Rotton50]
rollin Offline
Junior Member

Registered: 10/07/09
Posts: 47
whats the actual use of these elements? to use the RS position of an already working element?

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