Game Development Community

max2dif exporter

by Kage · 04/09/2006 (2:19 pm) · 15 comments

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
www.inoculousgames.net/ggposts/difimage1.jpg
bldg
www.inoculousgames.net/ggposts/difimage2.jpg
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.
www.inoculousgames.net/ggposts/difimage3.jpg

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.

About the author

Professional gameplay programmer and have worked in the industry since 2004. Specialized in: animation system, player control, weapon system, AI, combat, camera, physics - ODE/Havok, optimization, and networking.


#1
04/09/2006 (4:18 pm)
Is your maya2dif working out of 7.0 now? And did you ever move your upgraded maya2dts to 7.0 (additive blending would be nice to have). I'm gonna be helping teach a class in TGE this quarter, where all the students have mostly just used Maya, so it'd be nice to try and keep them to that as much as possible.
#2
04/09/2006 (4:54 pm)
Sweet work. Might have some great potential for caves no? I know at least for entrances and passageways.
#3
04/09/2006 (4:57 pm)
I have not upgraded/updated any of the exporters on this site since the original posting dates. I believe there are other members that provide maya2dts exporters on the site.
#4
04/09/2006 (5:08 pm)
Hmm, BSP based objects don't make great caves due to too many concave surfaces. You may want to try shape3ds resource provided by M. Fairfax.
#5
04/09/2006 (5:53 pm)
Hey that looks pretty cool :)
#6
04/09/2006 (6:13 pm)
Adrian,

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.
#7
04/10/2006 (1:09 am)
Man.. max2dif.. This is something to look forward too!
#8
04/10/2006 (7:29 am)
These exporters will be available for FREE once complete.
#9
04/10/2006 (7:49 am)
I can't wait for this. It would eliminate my current export path of ADT->Max->Maple3D->map2dif_plus->TGE
#10
04/13/2006 (8:47 pm)
This looks fantastic.

A quick question, are the fixes you made to the DTS exporters integrated into Head?
#11
04/14/2006 (6:34 am)
William,

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.
#12
04/14/2006 (7:26 am)
Ok, thanks for getting back to me. You are doing some really cool stuff. (I regularly check-in on your .plans to see the things you are working on.)
#13
06/18/2006 (8:01 am)
Any news on this puppy? It'd be a HUGE benefit to my project :) ...
#14
07/04/2006 (1:35 pm)
Sorry about the duplicate post. but i did not see this as the most recent link

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
#15
11/11/2011 (11:16 pm)
Hey I was wondering , do you still have maya2dif ? 8.5 or anything higher would be amazing. God do I hate hammer :(