Archangel35757 Posted January 6, 2014 Posted January 6, 2014 This thread will document my efforts to create a new dotXSI 3.0/3.5 Importer for 3ds Max 6 and later versions. This is a major undertaking for me... progress will be slow. Psyk0Sith likes this
Archangel35757 Posted January 16, 2014 Author Posted January 16, 2014 Ok... so I've been reverse-engineering the dotXSI exporter code and have the dotXSI Importer project compiling-- well beyond the initial wizard created project. However most of the functions need to be converted to "import" from "export" functions... and many can be deleted because they're not applicable. AshuraDX likes this
Archangel35757 Posted July 23, 2014 Author Posted July 23, 2014 Recently got back to this... making some good progress-- I hope to have a working version in the next few weeks. Stay tuned... AshuraDX, Tempust85 and Psyk0Sith like this
Archangel35757 Posted July 29, 2014 Author Posted July 29, 2014 Almost finished writing the code to import materials/textures... will do a quick test of importing only materials/textures soon! Will post results... Tempust85, AshuraDX and Futuza like this
Archangel35757 Posted July 31, 2014 Author Posted July 31, 2014 What are the most common texture file formats used on models? .TGA, .PNG, .JPG, etc.??? I've noticed that many of the LOD meshes are using a .PIC image file-- @@DT85, @@minilogoguy18, @@Psyk0Sith, @@AshuraDX -- is this some sort of mip-mapping lower detail copy of the original .TGA texture? Reason I ask is that I'm trying to optimize the material import process... and would rather use the TGA (if present) instead of a .PIC file… Thoughts?
minilogoguy18 Posted August 1, 2014 Posted August 1, 2014 I use JPG and PNG, mostly PNG though because of small file size and it can do everything a TGA does.
Tempust85 Posted August 1, 2014 Posted August 1, 2014 I've never seen a model in any of the pk3's use .pic. Maybe just import textures by the name, and one of the 3 (TGA/PNG/JPG) extensions? Anyhow, texture import isn't that big of a deal and we can do without it.
eezstreet Posted August 1, 2014 Posted August 1, 2014 PNG loads slower than TGA because it's compressed. The image would need to be decompressed essentially twice, and once it's compressed, it has the same size in the PK3 as a PNG does. Tempust85 likes this
Archangel35757 Posted August 1, 2014 Author Posted August 1, 2014 I've never seen a model in any of the pk3's use .pic. Maybe just import textures by the name, and one of the 3 (TGA/PNG/JPG) extensions? Anyhow, texture import isn't that big of a deal and we can do without it.Yeah I don't recall seeing any .PIC files used either... (that's a Paintbrush file right?) I'm just planning to search for the texture name and do a compare on the extension-- to find anything other than pic and lastly if there is a PIC then use it. Mark Lubbers likes this
Archangel35757 Posted August 1, 2014 Author Posted August 1, 2014 @@DT85 The texture import code is almost finished... I just need to write the code to verify the texture does exist in the import folder (looking for extensions other than .PIC) -- and if so import the data from the SI_Texture2D template into the 3ds Max material. Then put the new 3dsMax material into the Material Editor (the code for putting it to the editor is done)... just stepping back to finish the SI_Texture2D stuff. I just exported a model that has specular and normal maps... only diffuse textures get exported to dotXSI (same as Raven's exported files)-- @@minilogoguy18, could you export one of your models (that has specular, etc. textures applied) to dotXSI 3.0-- just to confirm, and email it to me? For the importer I plan to search for related specular, normal maps etc. and import them as well as the diffuse. For example-- if the diffuse texture is named "Kyle_Torso.tga" then I will search for a specular ("Kyle_Torso_S") etc. and import them as well. Key strings for additional texture map searches (forced to lower case): diffuse is given the SI_Texture2D... specular suffix = "_s" normal suffix = "_n" Can anyone think of other suffixes I should search on? I realize this enforces a naming pattern-- but it will at least import the diffuse textures. My plan is to import the materials/textures as Standard Materials in 3ds Max-- the specular, normal, etc. textures will be added as additional maps in their respective map slots.
Archangel35757 Posted August 3, 2014 Author Posted August 3, 2014 When the materials are imported into 3dsMax and put to the material editor, I'm planning to rename the material to the diffuse texture name (e.g., "Kyle_torso" instead of "01 - Default" etc.). They can always be renamed by the artist later. When mesh objects are imported I plan to check for the XSICustomPSet .Game template (that holds the G2Skin data-- relative texture path...) then I plan to use that G2Skin info to rename the #map name to the relative path. Tempust85 likes this
Tempust85 Posted August 3, 2014 Posted August 3, 2014 Can't wait to give this a test when it's ready. Archangel35757 likes this
Archangel35757 Posted August 21, 2014 Author Posted August 21, 2014 Here's a screenshot of the import dialog: These options are pretty basic-- and similar to the (broken) MilkShape3D importer... but have I missed anything important?
AshuraDX Posted August 21, 2014 Posted August 21, 2014 I don't miss anything really, but i'll see If I can come up with something that might be worth adding
Archangel35757 Posted August 21, 2014 Author Posted August 21, 2014 I think I need to add back in the option to remove helper bones (I.e., Character Studio Biped)... and may need to address CAT bones as well-- which may also be lurking in the dotXSI file.
Archangel35757 Posted November 19, 2014 Author Posted November 19, 2014 I've been working on modifying the Gmax/3dsMax dotXSI 1.x Importer Maxscript to be able to process dotXSI 3.x files as well. dotXSI 3.x introduces about 13 new template types to handle... So far, I have 4 of 13 complete (dealing with materials/textures) completed-- meaning the SI_MaterialLibrary is imported and put to the Material Editor in 3dsMax. Remaining templates to process are: SI_FCurve, SI_GlobalMaterial,SI_Mesh,SI_Model,SI_Null,SI_Shape,SI_Transform,SI_TriangleList,XSI_CustomPSet (holds .Game Shader data) Tempust85 likes this
Archangel35757 Posted December 5, 2014 Author Posted December 5, 2014 Continuing to work on the Maxscript dotXSI importer... 20 of 28 total templates (for v3.0 and v3.5 support) are complete! Saving hardest for last... even if a template type is not needed/used it must still be handeled for skipping over.
Archangel35757 Posted December 5, 2014 Author Posted December 5, 2014 22 of 28 completed! Remaining templates are: SI_ModelSI_TransformSI_MeshSI_ShapeSI_TriangleListSI_FCurve
Archangel35757 Posted December 12, 2014 Author Posted December 12, 2014 1 more down... 5 to go:SI_ModelSI_TransformSI_MeshSI_ShapeSI_TriangleListSI_FCurve Psyk0Sith and Tempust85 like this
Archangel35757 Posted December 15, 2014 Author Posted December 15, 2014 Only 4 more to go: SI_ModelSI_TransformSI_MeshSI_ShapeSI_TriangleListSI_FCurve Check it out: Tempust85 likes this
Archangel35757 Posted December 16, 2014 Author Posted December 16, 2014 @@DT85 -- All Maxscript! So it will work in all versions of 3dsMax (Gmax may be slightly different).
Tempust85 Posted December 16, 2014 Posted December 16, 2014 That's awesome! You should next convert your exporter to script.
Archangel35757 Posted December 16, 2014 Author Posted December 16, 2014 I will compile a Max 2015 exporter plugin... after that it would have to be by Maxscript. Tsvetan did write a dotXSI 1.x Maxscript exporter that could serve as a starting point. But I want to be done with tool-making and move on to modeling/texturing/rigging/animation.
Archangel35757 Posted December 18, 2014 Author Posted December 18, 2014 Only 3 more templates to go (dealing with meshes): SI_ModelSI_TransformSI_MeshSI_ShapeSI_TriangleListSI_FCurve Check it out: Animation importing is now supported: Tempust85 likes this
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