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Archangel35757

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  1. 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:
  2. 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.
  3. @@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...
  4. @@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.
  5. 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:
  6. I agree... The scales going to 100 should be the same length-- after all 100 is 100.
  7. 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.
  8. I'm going to start working on an xsi importer using Maxscript.
  9. 128 ROFFs per level. Changed from 32 by Xycaleth in OpenJK.
  10. I will try to write a detailed tutorial after the holidays.
  11. 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.
  12. *** 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?
  13. Beta version has been uploaded to Utilities Section. Please, someone give it a try.
  14. Version (Beta)

    53 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.
  15. Would you like to have a ROF for complex cloud car fly-bys???
  16. 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/
  17. The binary file write method is finished... but I'm not sure the notes are getting written out properly. I need to verify the notes are being written properly using a binary/hex editor. Should have this sorted out tomorrow... then we can beta test with GtkRadiant and game engine. Stay tuned...
  18. Just wondering...
  19. Update: Euler angles now fixed. Now all that remains is to write the binary output method and we'll be ready to beta test in the game engine. QUESTION: Should I remove the "_origin" from the filename???
  20. Update: I solved my crash bug on my own... now I just need to find the proper Quat to Euler conversion.
  21. Update: Things are progressing slowly... I've got a bug somewhere in my "CollectNotes" method that is crashing 3ds Max when I do a "File > Reset" after exporting. The exporter does export the scene however... I've requested the help of an experienced 3ds Max plug-in developer to help me track down my bug. In the meantime I wrote the ASCII text file write function and generated the following output: When you export your scene... you save the file as your map name... as shown above. The exporter parses the filename generated by 3ds Max (which includes the path...) and generates a unique file name for each scene origin object following the format: mapName_objectName_origin.txt ( and .ROF). Below is the output for a test animation of "Box01" having 10 notes. I still need to write the binary file method and test things out thoroughly... C:\TEMP\ROFF\mapName_Box01_origin.txtVersion: ROFF 2#Frames: 61FrameRate: 20 fps#Notes: 10 1:(0.000000,0.000000,1.595922) 0.083730 0.109728 0.052481 (0 2) 2:(0.000000,0.000000,5.927709) 0.328448 0.428063 0.205155 (-1 0) 3:(0.000000,0.000000,12.311398) 0.725850 0.937639 0.450884 (-1 0) 4:(0.000000,0.000000,20.063017) 1.269073 1.619910 0.782571 (-1 0) 5:(0.000000,0.000000,28.498604) 1.952199 2.455464 1.193189 (-1 0) 6:(0.000000,0.000000,36.934193) 2.769789 3.424317 1.675796 (-1 0) 7:(0.000000,0.000000,44.685810) 3.716466 4.506192 2.223539 (-1 0) 8:(0.000000,0.000000,51.069500) 4.786533 5.680781 2.829622 (-1 0) 9:(0.000000,0.000000,55.401287) 5.973642 6.928005 3.487271 (-1 0)10:(0.000000,0.000000,56.997208) 7.270510 8.228267 4.189673 (2 2)11:(1.403554,2.746897,56.997208) 8.668680 9.562691 4.929905 (-1 0)12:(5.317449,10.202761,56.997208) 10.158334 10.913348 5.700877 (-1 0)13:(11.296528,21.190348,56.997208) 11.728156 12.263464 6.495268 (-1 0)14:(18.895639,34.532417,56.997208) 13.365262 13.597601 7.305506 (-1 0)15:(27.669630,49.051727,56.997208) 15.055175 14.901794 8.123753 (-1 0)16:(37.173344,63.571037,56.997208) 16.781874 16.163662 8.941940 (-1 0)17:(46.961628,76.913101,56.997208) 18.527889 17.372427 9.751831 (-1 0)18:(56.589333,87.900688,56.997208) 20.274467 18.518953 10.545122 (-1 0)19:(65.611298,95.356552,56.997208) 22.001791 19.595652 11.313553 (-1 0)20:(73.582375,98.103447,56.997208) 23.689184 20.596359 12.049044 (4 1)21:(80.877083,98.103447,56.512402) 25.315393 21.516188 12.743824 (-1 0)22:(88.166908,98.103447,55.092754) 26.858854 22.351297 13.390542 (-1 0)23:(95.452194,98.103447,52.790424) 28.297903 23.098656 13.982331 (-1 0)24:(102.733238,98.103447,49.657574) 29.611021 23.755760 14.512857 (-1 0)25:(110.010384,98.103447,45.746353) 30.776976 24.320370 14.976281 (-1 0)26:(117.283936,98.103447,41.108925) 31.774986 24.790205 15.367174 (-1 0)27:(124.554230,98.103447,35.797447) 32.584755 25.162668 15.680385 (-1 0)28:(131.821579,98.103447,29.864077) 33.186539 25.434551 15.910827 (-1 0)29:(139.086304,98.103447,23.360971) 33.561165 25.601742 16.053280 (-1 0)30:(146.348740,98.103447,16.340290) 33.690067 25.658907 16.102114 (5 1)31:(153.609192,98.103447,8.854192) 33.054409 23.639927 15.836958 (-1 0)32:(160.867996,98.103447,0.954832) 31.419922 18.148043 15.253332 (-1 0)33:(168.125458,98.103447,-7.305630) 29.183134 10.032459 14.707353 (-1 0)34:(175.381912,98.103447,-15.875036) 26.606319 0.159816 14.477570 (-1 0)35:(182.637680,98.103447,-24.701229) 23.799784 -10.583641 14.733691 (-1 0)36:(189.893082,98.103447,-33.732048) 20.787304 -21.300461 15.564920 (-1 0)37:(197.148438,98.103447,-42.915340) 17.606306 -31.094751 16.974669 (-1 0)38:(204.404068,98.103447,-52.198944) 14.456336 -39.091282 18.790323 (-1 0)39:(211.660294,98.103447,-61.530704) 11.887320 -44.460537 20.503891 (-1 0)40:(218.917450,98.103447,-70.858467) 10.820423 -46.422642 21.264214 (6 1)41:(226.823303,95.673225,-82.637314) 10.907402 -46.070793 20.999666 (-1 0)42:(235.736572,89.053558,-98.518288) 11.132770 -45.062237 20.262760 (-1 0)43:(245.223938,79.250961,-117.243164) 11.421252 -43.466728 19.156708 (-1 0)44:(254.852142,67.271935,-137.553680) 11.686475 -41.355213 17.792065 (-1 0)45:(264.187866,54.122986,-158.191605) 11.849180 -38.801922 16.269966 (-1 0)46:(272.797791,40.810623,-177.898697) 11.848075 -35.885052 14.672717 (-1 0)47:(280.248688,28.341358,-195.416718) 11.643830 -32.686157 13.061146 (-1 0)48:(286.107208,17.721695,-209.487396) 11.218525 -29.288797 11.476645 (-1 0)49:(289.940063,9.958145,-218.852524) 10.572837 -25.776768 9.945478 (-1 0)50:(291.313965,6.057198,-222.253845) 9.722751 -22.232319 8.483614 (7 1)51:(283.157166,4.563955,-216.030731) 8.696651 -18.734589 7.101078 (-1 0)52:(261.017303,3.335570,-199.139435) 7.533064 -15.358306 5.805439 (-1 0)53:(228.390121,2.346680,-174.246994) 6.278984 -12.172934 4.604373 (-1 0)54:(188.771408,1.571925,-144.020462) 4.988487 -9.242225 3.507367 (-1 0)55:(145.656952,0.985943,-111.126900) 3.721400 -6.624307 2.526675 (-1 0)56:(102.542488,0.563374,-78.233330) 2.541725 -4.372353 1.677689 (-1 0)57:(62.923801,0.278856,-48.006817) 1.515695 -2.535821 0.978802 (-1 0)58:(30.296646,0.107028,-23.114395) 0.709325 -1.162295 0.450918 (-1 0)59:(8.156790,0.022530,-6.223107) 0.185416 -0.299875 0.116743 (-1 0)60:(0.000000,-0.000000,0.000000) 0.000000 0.000000 0.000000 (8 2)Note 0: effecteffects/explosion1.efx 0+0+0 0-0-1Note 1: soundsound ( CHAN_BODY, "sound/efx/explosion1start.mp3")Note 2: effect effects/explosion2.efx 0+0+0 0-0-1Note 3: soundsound ( CHAN_BODY, "sound/efx/explosion1loop.mp3")Note 4: effecteffects/explosion3.efx 0+0+0 0-0-1Note 5: effecteffects/explosion4.efx 0+0+0 0-0-1Note 6: effecteffects/explosion5.efx 0+0+0 0-0-1Note 7: effecteffects/explosion6.efx 0+0+0 0-0-1Note 8: effecteffects/explosion7.efx 0+0+0 0-0-1Note 9: soundsound ( CHAN_BODY, "sound/efx/explosion1end.mp3")I hope to have things ready to beta test inside the game engine within a few days.
  22. But if the animation was not designed to loop (last frame blending back to first frame) then it will probably have a noticeable glitch as it loops.
  23. @@DT85 -- My apologies. I'll start my own thread when I get back to him.
  24. @@DT85 - Nice work. Guess everyone has their version of Maul... here's mine. Been in my pile of WIP's waiting to be finished. And here is the Cyber Maul version: After all this plugin development is done I hope to finish all my WIPs. Keep up the good work.
  25. I plan to keep the tail bones in my character rig.
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