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Asgarath83

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Posts posted by Asgarath83

  1. It's not released yet.

     

    It allows you to export simple 3ds max geometry to .map, It also allows you to place all sorts of entities and has some nifty tools for creating brush or path soups to build things like terrain more quickly.

     

    https://jkhub.org/topic/9752-wip-3ds-max-level-design-plugins/

    Uh, Cool! It's also downloadble? D: tonight i watch better now is lunch time. :)

    i got also another idea however... convert ripped area to MD3 (sure in that way not work is without texture, too part, too verts etc lol but is not that the point ) and place on radiant ONLY for use as geometrical reference for build brushes. o.o  exactly like when add on a map a misc_model and build physic clip collider geometry. but with your plug maybe is more faster and easy.

    Okay i read intro post... i'll wait release. how is the stay of WIP?

  2. You will get the best results by rebuilding from scratch using as many reference screenshots as you can get.

     

    That floorplan idea is not bad. You could also use my 3ds max mapping plugin (which doesn't work in 3ds max 7 and older) to build a valid q3map around the imported original map.

    How work this plug in? yes, i tested floorplan idea with a friend and have really great potenziality if well used.

  3. Some peoples do that for passion, other for tributes. 

    any way, into the years i see on JKA many wonderful map that are remake or rivisation of maps of other game. like the max payne station by @@GPChannel or the Resident evil mansion by  @@Plasma or final fantasy maps (like midgar).

    because i need to the same for my mod i want to know eventual suggestions and tecnique regards that.

    how you do that?

    and what is the better and fast method of build a map from scratchs?

    these days i am looking maps of an oldest game called legacy of kain blood omen 2. i hope a day to recreate, also partially, two locations of game: eternal prison and hylden city.

    problems: there is not a map extractor for this game.

    so.. what is the best solution?

    1 * rip with 3d ripper and convert to quake 3 map? i not think because

    - hard to do. only blender and deled can did such conversion but 99% sure map destroy is geometry

    - maps ripped are ever with triangle wireframes of mesh. that cannot be good brushes: they will create a too heavy loud *map file, with structural and triangulation. also, texturing a map formed by thousand of triangles is a crazyness!

    - converts map on md3 format. pity the game in question have horrible textures patterns and a works like that can be good for export chjaracter by game or objects for make model_statics. but sure not for map geometry itself.

     

    so i think to another solution:

    second way:

    1 rip the 2 maps. load and save on max various 3dr ripped. , take screenshots with maps in perspective or top view, so i have a floormap and references. after that use screenshots of floormaps as reference for radiant: example: make on gtk radiant a floor surface, apply as texture the screenshot and rebuild with brushes the geometry on the drawed images. (this method maybe can be fine for making a 3d version map of a 2d game, but i am not exactly okay with this idea o.o )

     

    third way: using ripped stuff for draw, maybe using a web application like dungeon painter or tiamat, for build with tiles floormaps and use floormaps as reference for rebuld on radiants. 

    fourth way: draw a floor map with free hand, scan it and use as references...

     

    okay i have no other idea.

    i hope some one can share with me knowledge about that or let me know about tecnique for recreating maps without porting and hellness mapping works.  

    thanks for every answer.

    Smoo and GPChannel like this
  4. @@Asgarath83 Noesis will not convert .3ds or .obj files to useable quake 3 maps in any way.

     

    EDIT: turns out I missed to send you a folder that was required by the bandit_cleaned.ms file.

    Unzip this to some directory and then run the bandit_cleaned.ms file. This should finally work.

    https://www.dropbox.com/s/ygz17cc7cq8sscs/bandit_cleaned.zip?dl=0

    d'oh. thanks. damn, how f**k i can do eternal prison and hylden city from blood omen 2 on JKA? ... more of using prefabs coming by quake3 map and reassembling for recreate almost new areas,... i have no idea. :( i not need to remake meridian city... because on thousand of years a city change so when i'll do Meridian i can remake as my own personal vision. but these placed are eternal and not change into the times. :\

  5. Mmm, Noesis. *facepalm* Good suggest, maybe can solve my problems related to interaction by max and blender. i get ever trouble when import \ export something by one or the other. some imports \exports works better on blender older version, other on blender new version.

    Noesis can also convert OBJ or 3DS to quake 3 MAP files? i tryed yesterday with blender 2.48 for another project but the map files resulted what totally fucked and unworkables. because is i solve also that, i can rip levels from a game with 3dreaper, import on max with 3dr, export to 3ds \ obj and use noesis for convert into map.

    if the geometry is not broken, i can retexture and run levels on JKA without manually rebuild these maps. there are two location i wanna recreate  for my mod.

     

    PS : not worry i know radiant and JKA not allows level with more of 64,000 brushes. this game is pretty old (2001) so the meshes drawcalls geometry is very simple and light.

  6. Mmm okay. yesterday evening i end capping manually with this procedure:

    select meshes optimized, select edges manually, extrude to 50, select vertexes extruded and scaled to 0 so i get a coned long cap.

    go to selection face, selection the faces of cap (cap is a degenerated triangled thorn in that way) and detach with her name.

    repeat for each cap and so i have 8 of 16 caps at the end. final step is to select all caps and manually fix central vertexes placing at exact center of all edges, that solve the "cone" form of cap and cap become nice.

    at this point, apply uvmapping planar map to all caps, clone all caps, and flip faces of cloned caps. rename the clone caps (example torso_cap_hips_off01 become hips_cap_torso_off.

    okay that is a temp fix for the problem. so almost now rthe model is hierachable and riggable.

     

    but you not works for nothing, that's not correct after all your help.

    So... import by blender on glm format to 3d max cause the craps that fuck models and avoid to modelcapper scripts to works fine. good to know that. pity import by obj give me mesh with all body parts attached in a big giant mesh also if they have material different and 3ds porting of my max not work fine, model are not corrected ported and displayed on the workflows.

    GLM is unique porting works for my max and also the other JKA model i tryed plug in originally was ported with a GLM format. that explain the bug.

     

    So, soon i wanna however try your method on the 3d max save slot with precapped bandit model, let we see if works :3

    i'll apply a vertex weld with low threshold and after i try the modelcapper... i hope this time will works.

    today i am kinda busy, but when i'll can will let you know the progress. :) stay tuned.

    Tryed in a lot of spare time. yes, applying optimized for fix crap wireframe and vertex weld modifier seems really to fix fine the meshes for allow modelcapper to works properly and make better caps! thanks @@AshuraDX you save my brain! :)

  7. That is exactly how it works.

    And why it fucks up and the fact that you use blender to convert the .glm models explains a lot. Blender splits meshes along their UV Seams.

     

    Try adding a vertex weld modifier with a really low threshold like 0.001 to the meshes and convert them to editable poly again.

     

    Then run the capper script.

    Mmm okay. yesterday evening i end capping manually with this procedure:

    select meshes optimized, select edges manually, extrude to 50, select vertexes extruded and scaled to 0 so i get a coned long cap.

    go to selection face, selection the faces of cap (cap is a degenerated triangled thorn in that way) and detach with her name.

    repeat for each cap and so i have 8 of 16 caps at the end. final step is to select all caps and manually fix central vertexes placing at exact center of all edges, that solve the "cone" form of cap and cap become nice.

    at this point, apply uvmapping planar map to all caps, clone all caps, and flip faces of cloned caps. rename the clone caps (example torso_cap_hips_off01 become hips_cap_torso_off.

    okay that is a temp fix for the problem. so almost now rthe model is hierachable and riggable.

     

    but you not works for nothing, that's not correct after all your help.

    So... import by blender on glm format to 3d max cause the craps that fuck models and avoid to modelcapper scripts to works fine. good to know that. pity import by obj give me mesh with all body parts attached in a big giant mesh also if they have material different and 3ds porting of my max not work fine, model are not corrected ported and displayed on the workflows.

    GLM is unique porting works for my max and also the other JKA model i tryed plug in originally was ported with a GLM format. that explain the bug.

     

    So, soon i wanna however try your method on the 3d max save slot with precapped bandit model, let we see if works :3

    i'll apply a vertex weld with low threshold and after i try the modelcapper... i hope this time will works.

    today i am kinda busy, but when i'll can will let you know the progress. :) stay tuned.

  8. Hi Archangel!

    Mmm i have the idea that maybe script works selecting border selections of editable poly mesh with fatal names , capping and triangulate it. 

    but if a mesh is broken, his "border" are also inner edges of wireframe and not only the external edge. so the capping procedure generate caps with absurb geometries.

  9. @@Asgarath83 I have no idea what you are doing wrong - are you running my capper on the reduced version?

    Send me the scene you are running it on.

     

    EDIT: Actually I may have an idea... Did you export to .3ds from max 2010 to carry the model into max 5? That would have split the model along UV seams - which breaks the capping script significantly.

    Nope. I ported model by blender 2.48 to max 5 with GLM format. other importing format created by blender not are imported correctly. I tryed on my decimated \ optimized bandit because, as i told, your bandit scripts never worked on my max 5 - 2010 so i'll never imported it on max 2010 - 5. i think that capper scripts works only for models that have some requirement that i not know. i tryed also with another model as i told, and also with that i not get good caps. : \

    i have 3 blender version on my computer for my personal necessity and motivation: 2.48 , 2.64 and 2.68. 2.68 is for decimate HD models without lose UV, 2.64 is for create MD3. 2.48 is my oldest blender that contain a large assets of stuff and exporter for dozens of formats.

    of max i have the 5 (i always use this , i now is uptodated but i like it ) and 2010 (use just in excetional case like that. if capper script works fine, sure i'll use more 2010 in future.

    yes, i know is silly complicated and i not pretend to be understood about all this version programs so oldiest. >.<

    I am sure, that if you send me bandit on a portable format on max 5 -10 and i use capper script on that it worked fine. i guess scripts for works require

    - creation of nine meshes head, torso hips, arms, legs etc.

    - Editable poly conversion of all nine meshes

    - others factors? (maybe mesh need to touch each other? or have clear border and edge with correct and perfect wireframe and other requirement? how works exactly your capper script?   :)

  10. the error from my model capper script is a result of the improted meshes not being set to editable poly!

    Running the bandit file should work though - I have no clue why it does not.

    @@ArchAngel do you happen to have max 2010 installed?

    Sorry my silly mistake.

    okay i retryed, detached mesh and converted to editable poly all the nine meshes.

    (but my optimized not your clean because i really have trouble to import on max 2010 i not understand why. )

    sure my model is broken also if optimized for decimation because...well

     

    that's result: it works on 2010 max. on 5 crash the program. but also with crash i see the result is the same ine ver max version.

    261kmlf.jpg

    on white and moved up respect to violet body for make in evidenze, i show you the geometry of the caps. they are not exactly from the borders and edges of meshes and they are not much triangulated. however i think the trouble is the model. your plug in is really fantastic. maybe i can  try with some better model for see results. a not decimate model... mmm 

  11. @@Asgarath83 Try it in max 2010 and export to .obj from there, this should have worked in max 5. i'll investigate.

    Feedback.

    workaround until now.

    Max 2010: i had to reinstall for "software license error 10 failed to iniziated blablabla" after reinstallation max 2010 works fine.

    run scripts.

    result: bandits script: same error of max 5:

    BFF Import progress report

    and there is a box with list of all meshes of models. and meshes are all signed Failed.

     

    About modelcapper script

    2lmqi44.jpg

     

    O.o however thanks for help. i not want to stole other of your time.

    Maybe i can use Optimize for fix geometry of models and after convert meshes to editable poly, select borders, cap, detach and use control + a on edges for manually triangulate faces. should be little fast and less stressing of extrusion.

  12. @@Asgarath83 in the top menu bar go to MAXScript>Run Script...

    and select the bandit_cleaned.ms file to import it.

    once that is done, just run the modelCapper.ms file to cap everything.

    i Did but unlucky failed to load

     

    @@Asgarath83 in the top menu bar go to MAXScript>Run Script...

    and select the bandit_cleaned.ms file to import it.

    once that is done, just run the modelCapper.ms file to cap everything.

    10qbgyf.png

    can you send me model on 3ds \ OBJ \ Glm \ *max  format?

  13.  

    these should run in max 5 - please try it and if they do not let me know, I mgiht be able to fix it.

    Also for this particular model - I would not decimate it. it's low enough in vertex and polycount that it should not kill JKA

    ehm sorry for silly question but ... how can i load model and capper by ms file ? i never used max scripts. i try to load  bandit by openlistener option and save as txt and after save as all files *.max format but max 5 give me error. sure i not know how use correctly scripts. my shame >.<

  14. @@Asgarath83

     

    I cleaned up the model:

    https://www.dropbox.com/s/5po63zgec63b8hy/bandit_cleaned.ms?dl=0

     

    Just run this script, it was created with the scene transfer script and will regenerate the model objects in your max version of choice.

     

    I also just wrote a small script to auto-generate the required caps for a JKA model.

    It works by assuming that you have all dismemberable body part meshes in your max scene, so you will need to make sure that your scene includes these objects:

    head
    torso
    r_arm
    l_arm
    r_hand
    l_hand
    hips
    r_leg
    l_leg

    It works on the scene you will get when executing the bandit_cleaned.ms file.

     

    here's the ModelCapper script: https://www.dropbox.com/s/n7a2u6gmfg9qd3v/ModelCapper.ms?dl=0

    And so, i load max 2010, run the scripts and convert to max 5 files? or there runs also on oldest max 5?

    however many thanks friend. the capping detaching work is the baddest for make models compatible for JKA. porting, decimating and rooting the meshes are never so f**ed hard like manually cap each damn model >.<

    thanks i really hope this boot up the job. my models get ever these body parts name, not worry, because i see that models without the nine parts cannot use WP_SABER.

  15. It is possible to move not a camera or a brush or a tag, but an NPC with move script command, but not in a direction but in a vector.

    for example. make an IBI script that run on spawnscript of NPC that force npc to move ever forward?

    if is possible maybe i can fix the greater problem i had with my fighters NPC class codes. they fight and move like sentry droids... without costant forward movement. so is possible to get it by Icarus script on spawn of fighter? (or with other script like painscript, angerscript etc.)

    thanks for every answers.

     

     

  16. here's the script: http://www.scriptspot.com/3ds-max/scripts/bff-2007

     

    Can you send me a non decimated version of the model?

    I have a GLM and a 3DS format. but glm is decimated and i use for import on max. not read the 3ds created with the witchermodelconverters... maybe you are more lucky.

    https://www.sendspace.com/file/tqfpl8 folder with: 3ds not decimated. blender saves versions of model (you can open with blender 2.68) a decimated 3ds and a decimated glm, and textures. good luck >.<

  17. Max 2010 can open max 5 files, just not the other way around.

     

    Edit: But there is a script that allows you to port scene contents between max version which should work with max 2010 and max 5.

    Interessing. name of the script?^

     

    however... optimize fix all border holes so i i can make cape with extrusion. your method sadly on this model not works much fine.

    question, if i select edges or borders manually and i press CTRL A this can autotriangle the mesh creating the central vertexes and the new faces without became crazy to extrude every time?

  18. Well I can tell you that this model is completely fucked.

    It has holes in it all over the places - capping this with my method will not work without a ton of manual work to fix up the model.

     

    You could decimate the model in 3ds max, does the ProOptimizer modifier exist in max 5? If so you could work wirth a clean version of the mesh and decimate before export.

    I suspected.so blender decimator has fucked up wireframe of model.

    mmmm

    the only area cappable are torso-hips and arms-torso sections. :\ head-torso not need cap because model is configured on original game for cut the heads (i am trying to port on JKA some of the witcher models )

    There is not pro optimizer modifier in max 5. i have also max 10 and i can check on that. maybe i can import models by blender to max 2010 capping and decimate on max 10 and after port to 5 for rigging (i not like much max 10 UI and more recent max  not works on windows XP. )

    mmm on 5 on modifier table lists there is Optimize modifier. maybe i can try that. i will let you know progress.

  19. Sorry, I meant polygon mode - I use them interchangeably from time to time. Internally (In maxscript) polygons are called faces. So just remember that when I say faces I'm usually talking about polygons.

     

    It should not crash at all doing that, which version of 3ds max do you use? Can you send me your scene file? I use 3ds max 2016, and i'll gladly take a look and see wether I can figur eout whats going wrong.

    ah thanks. okay polygon :D

    i use max 5 because i have win xp sp3 as OS.

    as you can see the model wireframe is little nasty for caping because on blender before importing on max i need to decimate geometry. if not they are too complex for JKA .

    2iqg39e.jpg

  20. Okay i tryed but i have some problem or maybe i skip some part. i have 3d max 5

    1 copy the model: done

    2 attach all pieces, done

    3 convert editable mesh to editable poly, done.

    4 border selection, select all borders, done

    5 cap borders, done (this some time crash 3d max)

    "hold ctrl and change to face selection - This should select all of your new caps, if it also selects additional faces: click shrink selection once. When you have all of your caps selected, detach them and delete the merged mesh."

    mmm how? there ares elements and polygon on editable poly options. not faces. :\ 

    i need to convert to editable mesh and select face or whats? shrinks function is not available on editable mesh face mode.

     

     

    You use 3ds max, correct?
    Then it should be as easy as making a copy of your model, attach all pieces together and convert that merged copy to an editable_poly object. Next up go to the modifier tab/mode, pick border selection and drag a large rectangle around your model (ctrl + a sadly doesn't give the desired result here).

    This will select all open edgeloops on the model.

    Next up, click the "cap" button to automatically close those holes. Now hold ctrl and change to face selection - This should select all of your new caps, if it also selects additional faces: click shrink selection once. When you have all of your caps selected, detach them and delete the merged mesh.

    This will leave you with an object that has all your caps. Select that object, go to vertex selection, press ctrl + a and click "connect". This will triangulate the caps for you.

    Now add an Unwrap UVW modifier. Enable select by element and apply a planar map to all caps, I'd recommend using the "best align" option to make this quicker.

    Once this is done convert to editable poly again and detach each of the caps into their own objects and name them.

  21. You use 3ds max, correct?

    Then it should be as easy as making a copy of your model, attach all pieces together and convert that merged copy to an editable_poly object. Next up go to the modifier tab/mode, pick border selection and drag a large rectangle around your model (ctrl + a sadly doesn't give the desired result here).

     

    This will select all open edgeloops on the model.

     

    Next up, click the "cap" button to automatically close those holes. Now hold ctrl and change to face selection - This should select all of your new caps, if it also selects additional faces: click shrink selection once. When you have all of your caps selected, detach them and delete the merged mesh.

     

    This will leave you with an object that has all your caps. Select that object, go to vertex selection, press ctrl + a and click "connect". This will triangulate the caps for you.

     

    Now add an Unwrap UVW modifier. Enable select by element and apply a planar map to all caps, I'd recommend using the "best align" option to make this quicker.

     

    Once this is done convert to editable poly again and detach each of the caps into their own objects and name them.

    Yes 3d maX! Oh Thanks! I print the answer! i'll did ASAP. until today i used the method of psyk0sith tutorial :\

  22. caps appears for show cutted flesh limbs when an enemy is dismembered by saber. i have a lot of models for JKA but they are without many "caps" only head-torso and torso-head are already fines.

    so i was asking, there is some way to making caps for models without become crazy to select every edge of every mesh limbs, extrude it, scale to 0, move vertex to center of caps, detaching, renaming and uvmapping? (and also duplicate and flip for make the specular cap of the other limb: example l_hand_cap_l_arm -> flip -> l_arm_cap_l_hand.

     

    flipping is not so hard for me, the problem is selecting edge and extrude, for each model i need to do almost seven times. any other way for creating caps? the bad wireframe of models (is a no - regular rings wireframe) not help to do caps manually.

    is not possible to simply copy and merge by other models because caps not fix fine in that case. and fixing moving vertexes to coordinates of vertexes of models is pretty painful and tiring.

     

    thanks for every answer.

     

     

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