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Archangel35757

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Everything posted by Archangel35757

  1. @@AshuraDX -- how are you running it? By dropping a file on it? Or a .bat file? Or are you trying to double-click the executable?
  2. 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.
  3. Version 3.6.2

    439 downloads

    The XSI Viewer is a visualization tool for dotXSI files. It supports dotXSI 3.0, 3.5 and 3.6 in both the text and binary compressed format. The XSI Viewer can load one or more files and display a subset of their content using either OpenGL or DirectX. It's usually used as an interactive content validation tool, a pre-visualization tool or as a 3D prototyping tool. When viewing animations, you need to turn off Subframe Interpolation... or else you might see errorneous pops in your animation as it loops. See the included readme file for installation instructions.
  4. Thanks, but please don't Rename the zip files to 1.82... the version is 1.8
  5. @@Xycaleth -- this converter is a huge success! I hope it brings Maya modellers into the community. As well as good news for Max 2013 & 2014 users. Did Raven ever release the specs for Ghoul2 format?
  6. Why does it seem like his right elbow is missing?
  7. Ok... with my new "Export Selected" code... you must NOT have any control objects embedded directly into your the Bone Hierarchy... still waiting on @@AshuraDX (or anyone) to explain the naming method that will cause Carcass to skip an object during Ghoul2 conversion. Furthermore, you cannot export-Select a partial bone chain... e.g., if your foot bones are linked to your calf bones then you cannot export-Select just your foot bones-- it will mess up the animation... When doing a partial bone skeleton export, you must include all the bones in a chain, back to the beginning chain root bone... so if you construct your hiearchy properly this means you could export just the spine, or either arm, or either leg, etc. as long as you export that entire bone chain. So with these changes... I think I'll call "Export Selected" fixed.
  8. Yeah, I guess that's the safe approach... I was thinking of hidden mesh objects only... but if they hide the controls and controls are embedded in the bone hierarchy then it'd jumble up the bones to omit hidden controls in the hiearchy. I could make it so that only hidden mesh objects don't get exported when doing a full export... in case you have "junk" mesh objects in the scene. But then they should probably clean those out, no?
  9. Currently the exporter always does a "Plot Animation" on all nodes getting exported-- doesn't just export out keys for fancy controllers... it samples the animation frame-by-frame and creates a key on every frame for each object being exported-- whether it is directly animated or controlled by other fancy controllers/constraints.
  10. One other issue I discovered while working on fixing the "Export Selected" feature... is that if you have Hidden Objects and do a Full Export-- those hidden objects are exported anyway. Would it be preferred that all hidden objects NEVER get exported??? Please let me know... :wacko:
  11. This is an awesome, professional quality map! On which I had the pleasure of collaborating a very small portion... I'm sure everyone will thoroughly enjoy it! I wish we could convince Lasse (@Lancer) to come back for a few more great maps like this.
  12. @@DT85 -- Ok... I got the SI_FileInfo fixed now by removing the '\n' new line feed character. I'll get this change into all the other plugins while I incorporate the progress bar changes...
  13. @@DT85 -- Ok... looking into the Windows "time.h" functions... I discovered the following: As I expected... you can see the new line feed '\n' character... so I can fix this shortly.
  14. I've thought about that... it's a one or two line code change, but I think it's one of those times that just because we can-- doesn't mean we should. I've come to think it's kind of nice to have everyone on the same standard generating dotXSI 3.0 files. Also, Carcass can only process v3.0 or v3.5 files... right? And there isn't really any difference between what it stored in those different file types when it comes to JKA. Regarding SI_FileInfo, I see that in text editors... but XSIDump displays it properly: Also, XSIDump allows for better interaction with the file using filters, etc. than standard text editors. It's not anything I've done in the code... I just use the Windows method to retrieve the current date & time in "local time" format and store that data into a String parameter. It seems it is doing "new line" return or something... I'm not sure what I can do to fix it... but I'm looking into it to test my theory it's a '\r' or '\n' character at the end of the string. Regarding your crashes... I've tested the same beta R2 plugin in my 3ds Max 2011 and it does not crash Max and also has no errors. Are you still using the Crosswalk v2.6 DLL ? Maybe having multiple versions of Crosswalk DLLs is causing your crash? @@Psyk0Sith didn't mention any crashes... :unsure:
  15. I agree... The scales going to 100 should be the same length-- after all 100 is 100.
  16. 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.
  17. I'm going to start working on an xsi importer using Maxscript.
  18. 128 ROFFs per level. Changed from 32 by Xycaleth in OpenJK.
  19. I will try to write a detailed tutorial after the holidays.
  20. Good catch-- I can fix the cancel so it doesn't leave the empty file... I also now know how to fix the progress bar so that it closes properly at end-- and never hangs; there's no need to have a close button... which would create other issues if someone closed it with the system close [X] while an export was in progress.
  21. *** Notes must start on Frame 1 and/or thereafter of your 3dsMax animation. Because Frame 0 is the starting position and orientation in the level editor. So Frame 0 is not exported... to loop the ROF properly I believe your last frame should be a copy of the Frame 0 keys.*** I'm not sure if the game engine requires the quotes or not... try without quotes first and see. Did I mention to see the WIP thread for more details?
  22. Beta version has been uploaded to Utilities Section. Please, someone give it a try.
  23. Version (Beta)

    56 downloads

    This is my first beta version for my 3ds Max ROFF v2 (.ROF) exporter. This exporter generates a .ROF file which is used for brush Model animations via Icarus Scripting. Place the .dle plugin in your \plugins folder. See the tutorial and other info that is posted in my WIP: ROFF Exporter thread in the Coding & Scripting section. *This plugin will only work for 3ds Max 6, 7, or 8. You can find a link to 30-day trial versions for 3ds Max 6, 7, or 8 Interested parties can find downloads for 3ds Max 6, 7, or 8 30-day Trials at modacity.net at this link: http://files.modacity.net/software/3dsmax/ You must apply the Origin.jpg GtkRadiant shader as the Diffuse map texture (using Standard Material) to the Scene Object. To create notes... you'll need to refer to the 3dsMax help docs. Just select your node and go to TrackView... then switch to DopeSheet mode. With the node still selected in DopeSheet mode, select the menu: Tracks > NoteTrack > Add. Then add your note keys (following the tutorial and info in the WIP thread). when you're done... just export to .ROF. Please post your results. Thanks.
  24. Would you like to have a ROF for complex cloud car fly-bys???
  25. Update: The binary write method is now fixed and exporting the notes properly (as best as I can tell)-- but no JA ROFs actually used notes; so we'll have to see how the game engine likes them). Technically, everything is done and the exporter plugin is now ready for beta testing... it outputs a binary .ROF file (used by engine via an Icarus Script) and optionally an ASCII .txt file (for human consumption only). The only remaining aesthetic item I have left to do is create a custom progress bar... to provide info on export process. So far I've only compiled a version that is compatible with Max 6, 7, or 8. I don't want to spend time compiling other versions until I know everything is working properly in-game. Any mappers and scripters ready to help test it? Interested parties can find downloads for 3ds Max 5, 6, 7, or 8 30-day Trials at modacity.net at this link: http://files.modacity.net/software/3dsmax/
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