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Archangel35757

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Everything posted by Archangel35757

  1. Version 1.9 Beta0

    33 downloads

    Softimage dotXSI 3.0 exporter plug-in for 3ds Max 8 (compiled using the 3ds Max 8 SDK). This plug-in is not backwards compatible to Max 6 or 7. See the included readme file for more details and usage instructions.
  2. Version 1.9 Beta0

    26 downloads

    Softimage dotXSI 3.0 exporter plug-in for 3ds Max 6. This plug-in will also work in 3ds Max 7 and 8. See the included readme file for more details and usage instructions.
  3. Report sent... why-- are you using the onion router?
  4. Getting connection timed out notices... oddly my cellphone Firefox 43.0 works! @@Caelum WTF!?
  5. Update: Ok... so for non-tri polygon meshes I have the normals fixed when using "ignore smooth groups" option for vertex normals. I'm still working to correct the original method used for triangulated meshes when choosing "ignore smooth groups"... Does anyone else now of any bug issues?
  6. What modeling package? And if 3ds Max... which version?
  7. I think the old Jan Ors head is a good approximation (not sure about other stock female heads)-- until a new, proper model is made.
  8. Update: My testing of the 2010/2011 dotXSI 3.0 exporter v1.9 using a simple box mesh and a simple pentagon mesh... It seems their original vertex normal export functions that "ignore smooth groups" do not even produce correct results. The "ignore smooth groups" option is suppose to ignore multiple smooth groups settings and simply average all normals at a vertex just as if all faces were set to a single smooth group-- this however does not produce the same normals when choosing "use smooth groups" will all faces set to the smooth group 1. Good news is that the "use smooth groups" option exactly matches the normals in 3ds Max (when you print them out using maxscript). So it looks like I will have to go back in and correct their original methods that "ignore smooth groups". If anyone has downloaded either 2010/2011 or the 2012 v1.9 exporter -- please let me know how your test results look. Feel free to post comparison pics in this thread (3ds Max versus ModView).
  9. @@Psyk0Sith have you had a chance to verify any of your models' vertex normals?
  10. Update: Attention 3ds Max 2010/2011 users... @@Psyk0Sith et al Here is the newly compiled v1.9 dotXSI 3.0 exporter for 3ds Max 2010 (both x86 and x64). These plugins will also work in 3ds Max 2011. The x64 version was compiled against Crosswalk 2012.5 so you will need to delete your previous x64 XSIFTK.dll file. Please give these a try and report any issues-- pay particular attention to vertex normals (which was the focus of v1.9). Your feedback is needed and appreciated! Dropbox: https://www.dropbox.com/s/3yw7jngk5hkd06e/3ds%20Max%202010%20dotXSI%203.0%20Version%201.9.zip?dl=0 Merry Christmas! Edit: I forgot to fix the "ignore smooth groups" function for non-tri polygon meshes. But "use smooth groups" should be correct. I need to do my own verification as well.
  11. There is a book, I forget which one, that puts Mara in the original trilogy in episode 6 in Jabba's palace as the redhead dancer in disguise waiting on Luke Skywalker to show up so she could attempt to assassinate him.
  12. The Max5 dotXSI import Maxscript is in the Files > Utilities section. And you use the RavenSoft Max5 dotXSI import plugin. The Raven plugin will import/create true bones... but no skin weights. My Maxscript will create dummy helpers as bones but will import skin weights. Use both and merge the Maxscript result into a file containing the true bones. But the Maxscript Max8 dotXSI 3.0 script doesn't support Max5. You need at least Max6. You can download a 30-day trial of Max6 from the link in my WIP ROFF Thread. Send me a PM with your contact info.
  13. ...did they? Perhaps not all of it
  14. EU/ Shadows of the Empire -- Mara Jade
  15. I do hope Rey is Luke Skywalker's daughter (with Mara Jade)... and given her affinity to fighting with a staff-- I do hope to see her wielding a beautifully colored dual-staff! ...and I'm hoping the blades are violet-purple (ala. Mace Windu color)
  16. It's quite simple... in her resisting, and his probing, it sparked something unconsciously in her... that thru her mental fighting back in their "mind-lock" she discovered she could "see" his inner thoughts/fears.
  17. I wish I could read the original script-- beforee J.J. Abrams rewrote the whole movie... Why did he make the only black stormtrooper a "garbage man/janitor" [stereo-typing?]… is he a racist? What about the F.N. designation-- does that stand for a racial slur? Hmmm... I also think the story could have been made better if the Kylo Ren character had been an older Sith Inquisitor from Rebels-- or at least an a dark apprentice of a Sith Inquisitor -- going back to this failed master-padawan thread is LAME! I didn't see it draw from the Rebels storyline at all.
  18. I just saw the movie... it was good and bad. Good: - It's Star Wars - There was lightsaber action - The dog-fighting was decent Bad: - Way too many parallels to ANH. - Tired recycling of failed master-padawan relations -- Yoda /Dooku -- Obi-Wan/Anakin -- Luke/Ben (nephew) - D. Gleeson too young to play his General role. - Finn, a glorified stormtrooper - janitor? [ black janitor- stereotyping?] - Another cantina scene with horrible hastily thought out aliens... Giant Fly Bugs J.J.? Really? Why not have some Tribbles running around too? - Kylo an at times brilliant and also pathetic force user & duelist? Who supposedly destroyed the Jedi Academy... Really? - the ending... Luke turning around looking solemnly stupified. He should have force-retrieved the saber and ignited it and hold it skyward signifying a New, New Hope.
  19. Update: So here is what I've re-compiled for v1.9 dotXSI 3.0 exporter so far... 3ds Max 2013: x64 version only (sent to @@DT85 to test out) [ note: this version will work in 3ds Max 2014 x64 ] 3ds Max 2015: x64 version (sent to @@AshuraDX to test out) [ note: this version will work in 3ds Max 2016 x64 ] 3ds Max 2012: x86 and x64 flavors (see link below) ...I've just brought the changes over into 3ds Max 2012 and compiled both an x86/x64 version, and here is a "pre-submission beta" version if anyone feels like testing it out: https://www.dropbox.com/s/zv6s3ywhfonebe6/3dsMax2012%20dotXSI_3.0%20v1.9%20Beta0.zip?dl=0 If you do download this v1.9 version for Max 2012-- you know the drill... (1) Put the DLL file in your main 3ds Max folder, (2) Put the .DLE file in your plugins folder. I've not tested these yet in Max 2012, so if you find any issues please post them in this thread. EDIT: I just tested it out in Max 2012 x64... discovered that I forgot to roll the version number in the "About" Dialog... FIXED! Plugin appears to work fine... I'm heading off to see a movie... I'm sure you can guess which one!
  20. @@eezstreet and I are working on a project to bring modern lip-sync with all visemes and ability to vary facial expressions-- which include presets for a progression of 6 basic emotions: Joy, Fear, Sadness, Anger, Surprise, Disgust See our related threads in the JK Enhanced forum.
  21. No not GLM! you need to import the dotXSI root.xsi file for each creature. GLM/GLA files are half-precision. XSI files are (more accurate) single-precision. If you want true bones-- use Max5 and it's xsi importer. You can then use my dotXSI Maxscript importer to import skin weights. Or my script will import the bones as point helpers.
  22. Update: Ok... From the Max 2013 v1.9 beta plugin source I compiled and sent to @@DT85 for testing... I've know compiled a v1.9 dotXSI exporter for 3ds Max 2015 and I've mailed it to @@AshuraDX so he can test exporter on some of his models (since he originally noted the UV Mesh splitting issue). I hope to have all versions uploaded for approval as soon as I get some feedback from AshuraDX.
  23. Well that sucks... isn't there a way to also have it target Windows XP during compilation (as long as you have the VS2010 runtime installed on the target PC)? I think the tools should still work for Windows XP like the original tools do.
  24. @@Xycaleth -- I just now downloaded your latest build for ModView Windows ( https://dl.dropboxusercontent.com/u/874909/JKHub/ModView-Win32-05112014.zip ) and when I extract the contents to a folder on my desktop and attempt to run ModView I get a "not a valid win32 application" error on my Windows XP x64 machine. Previous version does the same thing. Dependency Walker states: Popup message: Errors were detected when processing "c:\temp\modview-win32-05112014\Modview.exe". See the log window for details. Log Window: Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module. Error: Modules with different CPU types were found. Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module. It works for others... any ideas?
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