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max2dif exporter
max2dif exporter
| Name: | A | ![]() |
|---|---|---|
| Date Posted: | Apr 09, 2006 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for A |
Blog post
After separating my code into several specific libraries, i.e. math lib, poly lib, core exporter lib, dif lib, etc., and rewriting my original maya2dif exporter code, first phase is nearly complete.
Here are some images of dif exports:
tube

bldg

complex
Sphere constructed using a single brush - 121 planar face, exported from Maya. Eventhough it's using the same dif lib, it cannot export using max yet. There must be some differences in how max interprets the poly -- still under development.

If you have any max for maya files that I can test, send the models along with the textures to cullum_a at inoculousgames.com.
Furutre updates w/ lights, portals, etc. coming soon.
Here are some images of dif exports:
tube

bldg

complex
Sphere constructed using a single brush - 121 planar face, exported from Maya. Eventhough it's using the same dif lib, it cannot export using max yet. There must be some differences in how max interprets the poly -- still under development.

If you have any max for maya files that I can test, send the models along with the textures to cullum_a at inoculousgames.com.
Furutre updates w/ lights, portals, etc. coming soon.
Recent Blog Posts
| List: | 04/09/06 - max2dif exporter 12/19/05 - Enhanced Collision DLL Pack now NOT on sale 10/05/05 - Plan for Akio 09/29/05 - Plan for Akio |
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Submit your own resources!| Paul /*Wedge*/ DElia (Apr 09, 2006 at 23:18 GMT) |
| Vashner (Apr 09, 2006 at 23:54 GMT) |
| A (Apr 09, 2006 at 23:57 GMT) |
| A (Apr 10, 2006 at 00:08 GMT) |
| Adrian Tysoe (Apr 10, 2006 at 00:53 GMT) |
| A (Apr 10, 2006 at 01:13 GMT) |
If you have any max files that you've used to generate .map files but then failed on map2dif conversion, send them to me. I would like to test those models. I'll use it for test only and probably take a screen shot.
| Jeremiah Fulbright (Apr 10, 2006 at 08:09 GMT) |
| A (Apr 10, 2006 at 14:29 GMT) |
Edited on Apr 10, 2006 14:32 GMT
| Neil Marshall (Apr 10, 2006 at 14:49 GMT) |
| William Todd Scott (Apr 14, 2006 at 03:47 GMT) Resource Rating: 5 |
A quick question, are the fixes you made to the DTS exporters integrated into Head?
| A (Apr 14, 2006 at 13:34 GMT) |
For the IFL issue, I submitted a bug report/fix back in Sept. 2004 on the TGE bug reporting page, and I can't tell you whether the changes were added to the head. The transparency settings can be easily added to the exporter code. GG may/may not have already added them, and I can't tell you who you can ask.
| William Todd Scott (Apr 14, 2006 at 14:26 GMT) Resource Rating: 5 |
| Jeff Murray (Jun 18, 2006 at 15:01 GMT) |
| Jeremy Eubanks (Jul 04, 2006 at 20:35 GMT) |
Looks to be the absolute best tool i've seen but my inexpierence has kept me being able to utilize it.
Any help would be greatly apprecitated and sorely needed.
I'm using Torque 1.4 and any interior i export from maya 5 has a blurry texture unil i get within several feet and then it is perfect. I added the script above which looked like the perfect solution but there is no change in game. If i try to rebuild the engine with microsoft visual c++ 2003 i get this error:
\Torque\SDK\engine\interior\interior.cc(423) : error C2065: 'lenx' : undeclared identifier
\Torque\SDK\engine\interior\interior.cc(425) : error C3861: 'lenx': identifier not found, even with argument-dependent lookup
Although i've been using maya for years i have ony used torque for weeks and could be making the biggest newbie mistake in the world but after a week of solid reseach i can not find any solution
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