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NoolPreview for 3D Studio Max / TGEA
NoolPreview for 3D Studio Max / TGEA
| Name: | Ray Noolness Gebhardt | ![]() |
|---|---|---|
| Date Posted: | Nov 05, 2006 | |
| Rating: | 4.5 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Ray Noolness Gebhardt |
Blog post
I haven't posted a blog for quite a while, so I thought I would write one up. I have been working on a new tool for 3D Studio Max that allows you to create shadergen textures for TGEA, and preview them quickly. The first component of the tool is a custom 3D Studio Max material plug-in that exposes every single parameter that shadergen provides. This includes all 4 stages and all the texture animation features.

In addition there is a button in the material user interface that will update the viewport preview of the material. The preview only supports a few parameters of the shadergen materials, but it's better than nothing.

I also created a custom mod of TGEA that allows you to preview your model and material. By pressing a single button your model and materials will be exported and loaded into a minimal mission in TGEA. This allows you to see what your model and material look like in engine very easily.

I am thinking about making an enhanced version of this material tool and selling it, so let me know what you think.
If you want to try out the early alpha of this tool you can download it below. It requires some changes to the DTS exporter so here are links to updated versions of the exporter for 3D Studio Max.
For 3D Studio Max 9 32-bit download:
Download Now
For 3D Studio Max 9 64-bit download:
Download Now
For 3D Studio Max 6/7/8 download:
Download Now
And finally here is a link to the NoolPreview alpha:
Download Now
To use it just copy the files into your 3d Studio Max script folder.

In addition there is a button in the material user interface that will update the viewport preview of the material. The preview only supports a few parameters of the shadergen materials, but it's better than nothing.

I also created a custom mod of TGEA that allows you to preview your model and material. By pressing a single button your model and materials will be exported and loaded into a minimal mission in TGEA. This allows you to see what your model and material look like in engine very easily.

I am thinking about making an enhanced version of this material tool and selling it, so let me know what you think.
If you want to try out the early alpha of this tool you can download it below. It requires some changes to the DTS exporter so here are links to updated versions of the exporter for 3D Studio Max.
For 3D Studio Max 9 32-bit download:
Download Now
For 3D Studio Max 9 64-bit download:
Download Now
For 3D Studio Max 6/7/8 download:
Download Now
And finally here is a link to the NoolPreview alpha:
Download Now
To use it just copy the files into your 3d Studio Max script folder.
Recent Blog Posts
| List: | 08/30/07 - Free Music Pack! 08/10/07 - Nool Music Pack 1 Released! 07/31/07 - New Website in a Blog Format 07/15/07 - GID 22 - BeatBlock 06/26/07 - Free Music / New Website 11/23/06 - Happy Thanksgiving 11/05/06 - NoolPreview for 3D Studio Max / TGEA 06/27/06 - How many people have shader based video cards? |
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Submit your own resources!| Matthew Spindle Harris (Nov 05, 2006 at 23:22 GMT) |
| Chris \"C2\" Byars (Nov 05, 2006 at 23:27 GMT) |
| bank (Nov 05, 2006 at 23:31 GMT) |
| Jeff Loveless (Nov 06, 2006 at 00:42 GMT) |
| Peter Kojesta (Nov 06, 2006 at 01:40 GMT) Resource Rating: 5 |
| Tom Bentz (Nov 06, 2006 at 02:46 GMT) |
| J.C. Smith (Nov 06, 2006 at 03:01 GMT) Resource Rating: 3 |
| Eric Elwell (Nov 06, 2006 at 03:12 GMT) |
Ray, this is looking very useful, if you were willing to put more time and TLC into this, I'd buy it.
| Jeff Loveless (Nov 06, 2006 at 05:35 GMT) |
| Thomas "Man of Ice" Lund (Nov 06, 2006 at 06:56 GMT) Resource Rating: 5 |
| Mincetro (Nov 06, 2006 at 07:46 GMT) |
| Ben -Djaggernaut- Chavigner (Nov 06, 2006 at 08:32 GMT) Resource Rating: 5 |
| Anton Bursch (Nov 06, 2006 at 09:35 GMT) |
| Sven Myhre (Nov 06, 2006 at 10:00 GMT) Resource Rating: 5 |
| Russell Fincher (Nov 06, 2006 at 13:52 GMT) |
| Adam deGrandis (Nov 06, 2006 at 13:54 GMT) |
| Justin Kovac (Nov 06, 2006 at 15:15 GMT) |
Also, if you plan on setting up a mailing list for this anytime in the future please let me know.
| AcidFaucet (Nov 06, 2006 at 15:23 GMT) |
| Ray Noolness Gebhardt (Nov 06, 2006 at 16:22 GMT) Resource Rating: 5 |
| Ray Noolness Gebhardt (Nov 06, 2006 at 16:45 GMT) Resource Rating: 5 |
| Florian (Nov 06, 2006 at 18:51 GMT) |
if it does, AWESOME :D
if it doens't, still AWESOME XD
| Ray Noolness Gebhardt (Nov 06, 2006 at 19:12 GMT) Resource Rating: 5 |
| Kory James (Nov 06, 2006 at 23:58 GMT) |
Procedural generation of shaders that support:
-Bumpmapping and Normalmapping
-Detail maps
-Specular
-Cubemapping
-Glow
-Refraction
-Reflection
-Texture UV animation
and can you us other software to export the maps and what if you only have 3d max 6 does the export still work?
thank you and i think this is going to be a great software for TGEA.
| Ray Noolness Gebhardt (Nov 07, 2006 at 00:04 GMT) Resource Rating: 5 |
| Ray Noolness Gebhardt (Nov 07, 2006 at 00:12 GMT) Resource Rating: 5 |
| Tom Bentz (Nov 07, 2006 at 07:12 GMT) |
| Steven Chiu (Nov 07, 2006 at 16:03 GMT) |
| Adam deGrandis (Nov 07, 2006 at 16:46 GMT) |
| Vashner (Nov 07, 2006 at 20:50 GMT) |
| Brian Ramage (Nov 07, 2006 at 23:52 GMT) |
| James Brad Barnette (Apr 04, 2007 at 03:19 GMT) |
| JoZ (Nov 05, 2007 at 20:35 GMT) |
Someone has any idea?
TnX
JoZ
Ok, ok ... I simply did some mistake installing more than a plugin... such a stupid ! Ehehehhe
Edited on Nov 05, 2007 21:35 GMT
| JungHyuck Yang (Jan 15, 2008 at 08:34 GMT) Resource Rating: 5 |
1) Is that need any extra step to see textures or does it support multi materails? Any clue?
2) And the exported dts file crashes on latest TGEA 1.0.3 when it loads. Any ideas?
3) Any plan to release latest version of this?
Thank you.
Edited on Jan 15, 2008 08:34 GMT
| JungHyuck Yang (Jan 16, 2008 at 12:42 GMT) Resource Rating: 5 |
1) It might be due to that it runs on Vista. I guess Vista protect to write any folders under program files.
(3dsmax is located c:\programe file on my side)
2) I found the reason. Ignore it.
Thank you.
| Joke Doomen (Jun 19, 2008 at 12:46 GMT) |
i have the same problem that you had:
>>I cannot find the General DTS Objects in the helper list... And I cannot figure out why :(
how did you actualy solve it?
thanks in advance
| Russell Fincher (Jun 19, 2008 at 15:01 GMT) |
Create tab > Helpers > General DTS Objects

Sometimes people make the mistake of looking for this in the Create menu instead of the Create tab.
Edited on Jun 19, 2008 15:06 GMT
| Joke Doomen (Jun 20, 2008 at 08:53 GMT) |
first of all thanks for your reply!
the problem is that the "General DTS Objects" is not listed from the Create tab...
Maybe it has to to with the way i installed the plugin:
I copied the 3 folders (plugins, scripts and UI) from the downloaded zip file to C:\Program Files\Autodesk\3ds Max 9
Then i start Max.
After that i do what is described in readme.txt:
>----------------------------------------------------
> Loading the plugin into 3d Studio Max 7:
>----------------------------------------------------
>
>With Max open click on the menu "Customize" and
>select "Customize User Interface". Then click on the
>Toolbars Tab and change the category to "Torque".
>
>You can now drag the Torque DTS Utility icon from
>the window onto any open toolbar in your work area.
Now i can open the DTS Exporter Utility, this looks fine.
The General DTS object however is not found in the max->create->helpers tab......
do you have any idea/suggestion?
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4.5 out of 5


