Jump to content

WIP: ROFF Exporter Plugin for 3ds Max...


Recommended Posts

  • 1 month later...
  • 4 years later...
  • 9 months later...
Posted

Well, I can't believe I started this in 2013... but I've started recompiling the ROFF2 exporter for newer versions of 3dsMax... the exporter required many changes regarding the ASCII to UNICODE text switch over that occurred in Max2013. I should have a beta version for Max2015 this weekend.

Posted

I discovered I had created 3dsMax NoteTracks on the modified object (i.e., Modifier stack)... but my exporter code is expecting the NoteTracks to be on the base node... once I moved them to the base node, my NoteTracks exported and played correctly in the ROF file.

 

So now, @@AshuraDX and I need to figure out two issues that I believe are game-code related bugs.

 

(1) "sound" type notetracks do not get played correctly. Only footstep sound is briefly heard.

(2) The ROF format supports multiple efx/sfx notetracks on a given frame. The game code loops thru and parses all notes specified to be played at a given frame-- however only the first note gets played the subsequent notes for that frame do not.

  • 3 months later...
Posted

I've fixed the two ROFF2 bug issues in SP code (along with a couple of new enhancements) and @@Xycaleth has merged them into OpenJK.

 

Now I need to finish compiling the revised .ROF exporter for all versions of 3dsMax 6-2020. @@AshuraDX has also written a .ROF exporter as part of his Q3ME toolset. Maybe @@mrwonko will update his Blender plugin to add the new notetrack types.

  • 1 year later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...