Game Development Community

Max 6 exporter

by Harry · in General Discussion · 02/01/2004 (11:03 am) · 25 replies

Hi i'm coming back to the torque engine and have since upgraded to max version 6
has anyone got a working max 6 DTS exporter that they can send me or provide i link for me to download?

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#1
02/01/2004 (12:41 pm)
As far as I know there's no max 6 exporter yet.... but I'm also interested in it. I'm currently using Max 5.1, but in a couple of months I'll be working on a project, and I'll probably have to work with Max 6 for that one.
#2
02/01/2004 (1:48 pm)
I don't have Max6 so I can't do it, but has anyone actually checked to see if the earlier exporter doesn't work on 6? The Max4 exporter worked pretty much fine on Max5, so it might be the same here, unless there have been major changes to the way max handles things and they were too braindead to put in anything to maintain backwards compatibility.
#3
02/02/2004 (5:42 pm)
No it won't work. Max 6 needs a new recompile from source as its not compatible with earlier versions. max 4 and 5 were mostly compatible with each other but I guess a lot changed making it impossible this time around. there's a new version of character studio which may not be compatible too.
#4
04/11/2004 (10:02 am)
I have compiled a Max 6 version, however, it seems it fault in MultiRes.....any idea?
#5
04/12/2004 (10:57 am)
From what I understand, the multires plug has completely changed in Max 6. Short of a max2DTS rewrite, it will not be possible to fix it.

The new exporter SDK released with the Maya exporter should make writing a new plug much easier, though.
#6
04/12/2004 (6:57 pm)
The fault occur in:
for (i=0; i<obj->NumSubs(); i++)
{
   if (!dStrcmp(obj->SubAnimName(i),"MultiRes"))
   {
      paramBlock = (IParamBlock*)obj->SubAnim(i)->SubAnim(0);
[b]paramBlock->GetValue(0,DEFAULT_TIME,multiResList.last()->totalVerts,range);[/b]
      break;
   }
}

By tracing to the assembly code, the virtual function table is incorrect, so it called to address not actually a function entry point.

Is it the problem of compilation more than MultiRes update? I have made sure I am compiling using max sdk 6.0.

Samme
#7
10/06/2004 (7:21 am)
It's been three weeks sense the last post to this topic. Has anyone had any success compiling a Max 6 version of the exporter yet?

Scott
#8
10/06/2004 (7:37 am)
Samme Ng sent an exporter to Alex Swanson and he distributed it to the community I believe.. that was supposed to work. and I think a few artists reported back it was working. I never got it to work though.
#9
10/18/2004 (6:01 pm)
I tried the exporter that Alex sent me in summer 2004, no luck exporting to dts- always error. is there a newer version??

If not - anyone know where the newest exporter for max 5 resides??

cheers,

jimmy
#10
10/18/2004 (7:32 pm)
I have a perfectly fine working max6 exporter

give me your email addy and i will send it
#11
10/19/2004 (12:24 am)
Synditech - could you please email the working 3ds 6 dts export to me too please, it would be a massive help. thanks.

email address - ryan@ctproductions.net.au
#12
10/19/2004 (4:10 am)
Okay emails sent off
#13
10/19/2004 (5:33 am)
Can you also send it to exalis2000@yahoo.com ?



Speaking of Max 6, Max 7 is out now and discreet has moved to a 12 month product cycle. Since Max is the major Art content development tool for games, a max 7 exporter with proper multires support seems like a good move.
#14
10/19/2004 (6:28 am)
Instead of e-mailing it to each person, how about adding it as a resource so all people can grab it instead of filling your e-mail up with multiple requests?

More people would be inclined to grab it then.

My 2 cents
#15
10/19/2004 (6:37 am)
On its way Peter,

@eric.. good idea will look into that now
#16
10/19/2004 (6:42 am)
File is too large to host as a resource apparantly :S
#17
10/19/2004 (6:48 am)
@Peter, Discreet has had a 12 month release cycle mandated since Max 5 came out. For those of you who are intersted, Alias as a 8 month cycle set for Maya. So it definately becomes critical for our DTS exporters to be kept up to date so that we can take advantage of the new features that are available.

@Syndicate, I can host the file on realmwarsgame.com if you need to, just email me the file(s) and I can make it public.

Logan
#18
10/19/2004 (7:27 am)
Hmm, I was using max 6 at work about 2 years ago, so it must have beem at least 18 months previously.

Good thing is that most max 6 plugins work in Max 7 :)
#19
10/19/2004 (8:00 am)
I just bought a Torque engine license a month ago (and have been too busy to dig into it as much as I'd like). I had heard that the Torque community was large and active. I'm wondering how true that can be if something as imponent as the pipe-line from 3DS MAX 6 (the largest installed professional 3D content creation package) to the engine was not officially available to the community before MAX 7 came out. How is this possible?

Any comments?
#20
10/19/2004 (8:55 am)
I have plenty of comments regarding this subject, none of which are appropriate for the general public ;) What I will say though is that it is insulting that exporter plugins for new versions of 3D applications such as Max or Maya for example are not ready to go out the door within a couple of weeks of a new release. We need these updates just as much as programmers need code and bug fixes related to the engine. But that's my personal opinion.

Your best bet though would be to start up a new thread and make your voice heard if you feel that it is a concern (I certainly feel that it is worth at least a proper discussion as its own thread). This would be the best way to ensure that your request is not missed inside of this thread.

Logan
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