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Archangel35757

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Everything posted by Archangel35757

  1. 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.
  2. Version v1.9 Beta1

    91 downloads

    This plugin exports a Softimage dotXSI 3.0 file. See the included readme file for more details and installation/usage instructions.
  3. @@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!
  4. Who here has 3ds Max 2012 32-bit installed? I would like for you to contact me... to beta test the latest v2.2 MD3 Exporter. Thanks!
  5. yes, please compare statistics across all versions to make sure they match-- no need to post the stats. Thanks!
  6. @@AshuraDX... what if you bolted this creature to an empty dummy model that would create the necessary offset?
  7. 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?
  8. 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!
  9. I just emailed the Max2017 MD3 v2.2 exporter to a few people to check out (and try to break it). If you already have 3ds Max 2017 installed and would like to beta test it then send me a PM.
  10. 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.
  11. Optimization is always a good thing... especially for sabers used by NPCs.
  12. @@Rooxon - Your LODs don't really drop the detail very much.
  13. @@UniqueOne - Any updates?
  14. So after chatting with @@DT85... we decided to add an "About" button and dialog. Here's how they look: Currently finalizing all versions.
  15. Yeah, the XSI exporters purely use the material slot name-- so the artist has the ability to manually type forward slashes. I guess it couldn't hurt to have it check the material name in the XSI exporters.
  16. 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.
  17. 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.
  18. 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.
  19. Update: I've got all the new changes for version 2.2 incorporated and compiled for Max 2013-2016. I've emailed the exporters to @@DT85, @@AshuraDX and a few others to test out.
  20. I believe you should re-start at the last checkpoint save.
  21. HmmK... well the ProgressBar will be an easy fix... I simply forgot to change that in the huge LOD-handling block of code I added... since it comes from Max6 and was not in your base 2013. But the fixes I added to restore the "named objects" export options isn't making Unicode 2013 happy...
  22. 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.
  23. @@Xycaleth - progress at any speed is welcomed and very much appreciated!
  24. Yes, I started with all of your project repositories. The crash is occurring in the code I added for LOD export. I should be able to resolve it by doing a hybrid debug session. I just need time... hopefully I can resolve it tonight after work.
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