Forum is eating my replies? I might be using script functions that aren't supported in 3dsmax 8. Could you post whats being printed into the listener in full? You can open the listener from the maxscript menu or by right clicking on the red and white boxes in the lower left. Edit: Forum kept eating my replies. No idea what was going on.
Stannum
Bump for new (beta) version with rebellion export support. Read the OP for more info.
New version up. Quite a lot of the code was remade and I added a new meshsplitter. Took a while to create that. Autodesk really needs to add some stuff to maxscript :/ 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 sup
[quote] sorry for the double post, but is there going to be a chance of a support for multiple textures and multiple mesh pieces? EO [/quote] Hooray it works! \o/ Multitexturing should be done soon. Just thinking of the best way to implement it.
[quote] It's amazing that max would keep all of the xform changes seperate even if it was a mirrored mesh that was rewelded to its copy and then the stack collapsed, but yep xform reset fixed it. [/quote] If you don't weld it in the correct order it uses the xform of the mirrored object. [quote] I don't see that I go to MAXScript(there is no 'utilities') I do run script I click on the mzp file nothing pops up I click file import no new formats. [/quote] <br
[quote] I am running Max 5. The original worked, but when i went and downloaded the new version (before debug) it said that there was that error. And I downloaded it 6 separate occasions just to make sure. Same error each time. And I just downloaded the one with Debug, still have the error. [/quote] [quote] I just ran the script in Max 7, and it works perfectly... but I would prefer not to have two installs of Max on my computer [/quote] Weird. Could
[quote] can we have an export to TXT for debugging? [/quote] -- Added debug options for export. Dumps debug data into a txt file alongside the exported model. http://janvanderweg.com/SOASE/SOASE_Maxtoolv1.1.zip
[quote] can we have an export to TXT for debugging? [/quote] No problem. I'll output the debug info to a filename.txt in the same directory. [quote] I dont know if anyone else has played with this yet, but anytime I try to run the script it ends up with an error. here it is: --Syntax error: at ),, expected ] -- In line: texture.v_diffuse=[1.0,1.0,1.0,1.0]<b
New version up. -- Fixed the importer not importing points correctly -- Now exports models http://janvanderweg.com/SOASE/SOASE_Maxtoolv1.0.zip Check OP for more info.
Small update: I've completed pretty much everything but the NumCachedVertexIndicesInDirection:* part. Have to figure out how to find out which direction a vector is pointing to (up/down etc) and then sort them.
[quote] It was the Kol battleship. Ill retry an import. What i did was export it from max to .3ds to view it in deep exploration. I probably should have reassigned the material 1st. Its not that important to me, because i just wanted to see how the sins meshes were built, and view poly counts. [/quote] I checked the model in max, no errors with the uv. My guess is that the uv data is lost when you export to 3ds from max.
[quote] It works! the ability points seem messed up (all above the mesh), but the model itself imported nicely. I learned that Sins doesnt use any separate LOD (level of detail) meshes. ... Edit: It seems the UVs dont import right as well. Texture comes out all messed up on model. Just an fyi if you didnt alr
[quote] This is excellent because 3dsmax is my weapon of choice for modeling (many others too). I use 3dsmax version 6. Ill give this script a try later. However you should specify which version/s this script is intended for. Good luck with the tool, and good job for getting this far with it Guys you sti
:S Forgot to add a generic helper script file into the mzp. Redownload the file, should work now.
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. -St