MAX7 exporter
by Matthew Jones · in Artist Corner · 10/22/2004 (11:26 am) · 12 replies
#2
Now that I've got it, what do I do with it? Where do I put it?
David
10/22/2004 (2:05 pm)
I don't recall using a .dle for exporting with max6.Now that I've got it, what do I do with it? Where do I put it?
David
#3
If you have been exporting to torque via 3dsMAX you have been using a DLE plugin.
10/22/2004 (3:22 pm)
David@ You add it to your plugins folder of 3dsMAX. If you have been exporting to torque via 3dsMAX you have been using a DLE plugin.
#4
Anyway, I placed it in the dir and it works, so far so good!
Thanks again!
David
10/22/2004 (4:20 pm)
Very nice! Thanks for that! For some reason I was recalling an installation nightmare with the last dts exporter for max version 6. Maybe it was another 3d program I was thinking of. Anyway, I placed it in the dir and it works, so far so good!
Thanks again!
David
#5
10/22/2004 (6:29 pm)
This is cool. :D It'll be very nice to have a version of the current Max exporter functionality working for Max 7. Thanks Matt.
#6
I guess should have mentioned both the Max 6 and 7 exporter can be found HERE . And if anybody like to host them feel free.
Also the only problems I am having with them at this time is Auto Detail only works about half the time and Visiblity and Morph animations act Funny. They usually don't correspond to the MAX timeline. I haven't figure this one out yet.
I also have the code and project file but I really didn't want to post them until someone gave the OK. If you need them I guess you could contact me.
The whole thing really needs to be rewritten to conform to the IGame export interface in MAX's SDK. Most of the if not all the info for exporterng will be availible through it and from what I have seen it is alot cleaner and easier to use.
Well get some work done
Matt
10/22/2004 (8:40 pm)
Ya Cool glad to helpI guess should have mentioned both the Max 6 and 7 exporter can be found HERE . And if anybody like to host them feel free.
Also the only problems I am having with them at this time is Auto Detail only works about half the time and Visiblity and Morph animations act Funny. They usually don't correspond to the MAX timeline. I haven't figure this one out yet.
I also have the code and project file but I really didn't want to post them until someone gave the OK. If you need them I guess you could contact me.
The whole thing really needs to be rewritten to conform to the IGame export interface in MAX's SDK. Most of the if not all the info for exporterng will be availible through it and from what I have seen it is alot cleaner and easier to use.
Well get some work done
Matt
#7
Would you like to make a new max7 build with a fix that Paul Dana posted 18 months and has inexplicably been left out of the codebase? :)
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4157
11/24/2004 (1:26 pm)
Matthew,Would you like to make a new max7 build with a fix that Paul Dana posted 18 months and has inexplicably been left out of the codebase? :)
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4157
#8
Try this one out it might fix it:
http://www.garagegames.com/mg/forums/result.thread.php?qt=14901
Matt
11/24/2004 (2:58 pm)
Thats in the version's I have as far as I can tell. I don't think billboards work.Try this one out it might fix it:
http://www.garagegames.com/mg/forums/result.thread.php?qt=14901
Matt
#9
The current codebase does not include Paul Dana's fix. That means billboard objects are exported correctly from max, but not billboard-z objects. The max7 exporter available from GG - which I think is your build, Matthew - does not support creation of billboard-z objects.
11/26/2004 (6:09 am)
Billboards work fine in-engine. The thread you link to is a slightly different issue, that of using a billboard for the last LOD in a model.The current codebase does not include Paul Dana's fix. That means billboard objects are exported correctly from max, but not billboard-z objects. The max7 exporter available from GG - which I think is your build, Matthew - does not support creation of billboard-z objects.
#10
Works now.
Max2DTS Exporter for max 6 and 7
Have Fun
Matt
11/26/2004 (9:38 am)
Ok I got it figured out. I still had somthing wrong so it wasn't working.Works now.
Max2DTS Exporter for max 6 and 7
Have Fun
Matt
#11
11/26/2004 (9:57 am)
A god amongst men. Thanks :)
#12
Never mind. I found it at: www.alexswanson.com/torque/downloads/max6_7tools.zip
06/21/2005 (12:35 pm)
None of the links here work. Anyone have a working link?Never mind. I found it at: www.alexswanson.com/torque/downloads/max6_7tools.zip
Associate Logan Foster
perPixel Studios
Also you are indeed correct that the version 6 exporter will work in Max 7 too.