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3DS Max 6 ROFF2 Exporter (Beta)

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About This File

This is my first beta version for my 3ds Max ROFF v2 (.ROF) exporter. This exporter generates a .ROF file which is used for brush Model animations via Icarus Scripting.

 

Place the .dle plugin in your \plugins folder.

 

See the tutorial and other info that is posted in my WIP: ROFF Exporter thread in the Coding & Scripting section.

 

*This plugin will only work for 3ds Max 6, 7, or 8. You can find a link to 30-day trial versions for 3ds Max 6, 7, or 8

Interested parties can find downloads for 3ds Max 6, 7, or 8 30-day Trials at modacity.net at this link: http://files.modacity.net/software/3dsmax/

You must apply the Origin.jpg GtkRadiant shader as the Diffuse map texture (using Standard Material) to the Scene Object.

 

To create notes... you'll need to refer to the 3dsMax help docs. Just select your node and go to TrackView... then switch to DopeSheet mode.

 

With the node still selected in DopeSheet mode, select the menu: Tracks > NoteTrack > Add.

 

Then add your note keys (following the tutorial and info in the WIP thread). when you're done... just export to .ROF.

 

Please post your results.

 

Thanks.

THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™


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e4of.png

Ok... so I'm trying to verify the actual format for the noteTracks that can be used in ROFF files. Basically, in 3ds Max you use the NoteTrack feature to add sound and effects files to your ROFF. Sounds always play on CHAN_BODY. An example of what you would enter into the NoteTrack is shown below:

 

"sound sound/world/drone6.wav"

 

And for an efx notetrack you would enter:

 

"effect effects/explosion1.efx 0+0+64 0-0-1"

 

My understanding of the 0+0+64 represents an offset from the object's origin of where you want the effect to originate on the object and the 0-0-1 is a unit vector relative to the object for the direction you want the effect to play... in the above example this explosion will be offset 64 units in the z-axis and is directed along the z-axis unit vector.

 

*** Notes must start on Frame 1 and/or thereafter of your 3dsMax animation. Because Frame 0 is the starting position and orientation in the level editor. So Frame 0 is not exported... to loop the ROF properly I believe your last frame should be a copy of the Frame 0 keys.***

 

I'm not sure if the game engine requires the quotes or not... try without quotes first and see. Did I mention to see the WIP thread for more details? ;)

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