New (beta) exporter!
-Support for Rebellion and maybe older expansions.
-Exports to the BIN format. Imports both BIN and TXT models.
-Much, much more improved mesh processing.
-'Tangent map problems' fix. This was an error with vertex normals that weren't being flipped when the model was.
TODO:
-Add model flipping on export so modeling in max is more natural.
-Import points too, so far its just importing the mesh.
-Stuff?
New version:
http://janvanderweg.com/SOASE/SOASE_Rebellion.zip
Installation:
Extract contents of the zip, except the example model, to: ../3dsmax/scripts/
Like with the old tool, run 'SinsOfASolarEmpire_Rebellion.ms' from the utilities tab and it should appear in the dropdown box.
Model setup:
Mesh as normal. Multi material works by applying max materials to the faces you want them on.
I haven't put in any y axis = up correction stuff so ships should be pointing upwards. (check the example file)
Instead of dummies for points you'll have to apply a skin modifier and use bones. See below for more info.
Material setup:
The new model format requires 5 textures per material:
Diffuse map
Data (specular, self illumination) map
Normal map
Displacement map
Teamcolor map
From what I've seen so far, the last two maps (displacement and teamcolor) aren't used so you can leave them blank. The tool uses the material map name, not the assigned bitmap for export. Here's a table to see which 3dsmax map is used for what:
SOASE material map 3dsmax material map
DiffuseTextureFileName diffusemap
SelfIlluminationTextureFileName specularmap
NormalTextureFileName bumpmap
DisplacementTextureFileName displacementmap
TeamColorTextureFileName filtermap
Point setup:
Instead of dummy objects the script now uses bones. Create the bones with the correct orientation and place them where you want. Name them as required by the game. Apply a skin modifier to the ship object and add all the bones to it.
A word on normal maps:
Since the gamemesh processor takes smoothing groups into account when generating vertex normals you can use smoothing groups. If you're using smoothing groups make sure the utility you're using to bake normals also supports them.
What is GameMesh?:
GameMesh is a max object preprocessor that calculates pretty much anything about models. It supports overly complex model setups, multiple materials, bone hierarchies for animated models, etc. It even takes smoothing groups into account!
OLD STUFF:
Not sure if many of you use 3dsmax but I started writing a maxscript tool that will export/import BIN/TXT soase .mesh files
Should work with most max versions since this is a maxscript tool, not a compiled one.
Current version: 2.0a
Download link:
http://janvanderweg.com/SOASE/SOASE_Maxtoolv2.0a.zip
WHATS NEW:
Lots!....
I rewrote the mesh splitting algorithm into a semi-modular meshsplitting maxscript file, splitmesh.ms
It should be a lot faster now and it supports more features such as:
-Smoothing group support
-Multitexturing support
-Much faster (I think)
Readme:
http://janvanderweg.com/SOASE/index.html
OLD INFO, still might be usefull:
Obligatory pic:
http://janvanderweg.com/SOASE/soase_pic.jpg
Installation:
Unzip the contents of the zip into your 3dsmax\scripts\ directory.
To run the script:
-Goto the utilities tab (hammer icon on the right)
-In the utilities rollout click on MAXscript
-Click on run script
-Find the SINS_Tool.mzp file and run it
-In the utility dropdown box select SOASE Maxtool
-Click on import/export
Note:
Soase uses an Y-up system. This means:
Max y = above -y = down
Max z = forward -z = back
Max x = left -x = right
Adding points:
-Use dummy objects for points, rotate them so they face in the direction you want.
-Link them to the main object. If you don't link them they will not be exported.
Materials:
-Diffuse texture uses the diffuse slot (really)
-Data texture uses the specularlevel slot
-Normal texture uses the bump slot
-Set the glossiness with the glossiness controller in the specular highlights area
Add a bitmap to each slot but don't point to an image file. Instead change the slot name to the filename:

Your final texture should look like this:
