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Everything posted by Archangel35757
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Thank you for beta testing... I just sent you the re-compiled final versions for 3dsMax 2012 and 2014. Would you please remove the existing plugins and install these final ones? I dropped the "x86" in the name on the 32-bit Max2013 exporter and the "x64" from the 64-bit 2013-2014 exporter-- because 2014 does not support 32-bit so I thought the shorter names were sufficient to differentiate them.
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@@DT85, @@AshuraDX, @@Psyk0Sith, @@Rooxon, @@DoomMarine23, @@KENNITHH: I just finished recompiling all MD3 v2.2 exporters for 3ds Max 6 to 2017. Functionally this latest compilation should be equivalent to what I sent you all earlier for beta testing... all I did was change some project settings to make all plugins "LargeAddressAware" and set the Version number to 2.2. Looking forward to your beta reports. Thanks!
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@@AshuraDX... what if you bolted this creature to an empty dummy model that would create the necessary offset?
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Are the original .XSI files available? Can you contact the original author and get them? Or better yet the original 3ds Max (Or Softimage) files?
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
Archangel35757 replied to Archangel35757's topic in WIPs, Teasers & Releases
Update: Ok... so it seems we got lucky. I just compiled the dotXSI 3.0 exporter v1.9 source code for 3ds Max 2017 using the Max 2017 SDK and the XSI Crosswalk 2015 SDK (which is no longer being supported). I emailed it to a few people to beta test. If you have Max 2017 and would like to beta test it for me... then send me a PM. Thanks! -
Update: Ok... so I have the new "About" dialog (and it's button on the Export Options Dialog) incorporated into all versions Max6-Max2017. I also just compiled it for Max2017 (had to use VS2012 for C++11) and everything appears to work correctly. I still need to update most versions with the "backslash" fix... but v2.2 is close to being officially released.
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WzMap - The Enhanced Q3MAP2 alternative.
Archangel35757 replied to UniqueOne's topic in Star Wars: Warzone
@@UniqueOne - Any updates? -
Update: Ok... so I have started the fix of replacing backslashes with forward slashes. I have my method coded and updated it in the Max6-8 exporter code. Everything looks good... forward slashes show up in the textures when you do a "View Loaded-Models Info" in MD3View and I also have it fixed in the stats dialog. Now I just need to update all the other projects.
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Absolutely you did! I'm standing on yours, Pop-N-Fresh's, and Vortex's shoulders. I'm just your co-author in this endeavor. Without Pop-N-Fresh's original source code, Vortex's enhancements, and your bug fixes and Unicode conversion efforts... I doubt I would have undertaken these additional enhancements to your code base. @@eezstreet was also helpful with some Snippets. I plan to send you all the v2.2 source code when I'm finished.
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Update: Ok... with @@Rooxon's assistance I've found the problem causing shaders to not work correctly with 3dsMax exported MD3 files. The problem is that files paths were written into the MD3 with "\" ( backslashes)... but the game requires "/" (forward slashes). There currently exists a way to force forward slash usage-- which is, do not apply textures from the game folder but use a folder outside of that ..\models\ file path structure, and name the material slot with the proper relative path (using forward slashes). But I will fix the code so that it always uses forward slash regardless... so you can use whichever workflow you desire.
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I believe you should re-start at the last checkpoint save.
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Update: @@DT85 - Ok... the one bug that was causing the crash has been found and squashed! The Max2013 exporter results match the Max6 results for my test scene. But I found two other issues... The ProgressBar messages looked like Chinese because they are still "ASCII" and were not converted to Unicode; so I need to fix that. Something isn't working with the restored features of specifying only named objects and tags. It works in Max8 but says "No data to export." in Max2013. So I need to resolve those two issues. EDIT: I just did a quick compile and test of the Max2012 x64 plugin and all features (see #2 above) are working (Unicode issue #1 above doesn't apply). So more Hybrid-debugging required to resolve #2 for the Max2013 build. My goal is to have all versions (Max6 to 2017) compiled and tested for the new LOD support and restored "named objects only" features in a week or so. It should go quickly once I resolve the issues above for Max2013.
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@@Xycaleth - progress at any speed is welcomed and very much appreciated!