maxtodts for 3dmax5
by Robin · in Torque Game Engine · 11/01/2002 (1:12 am) · 17 replies
Is there one on the horizon? Couldn't get the max4 compiled version to work in max5. It complains there are too many *.cfg in Shapes when exporting for the simpleshape example.
#2
Is anyone successfully exporting from Max 5 using the R5 MultiRes modifier?
BTW: MaxScript easily reveals some of the changes in the modifer structure:
[R4 Multires]
$.modifiers["Multires"].numSubs
2
$.modifiers["Multires"][1]
SubAnim:Vertex_Count
$.modifiers["Multires"][2]
SubAnim:Vertex_Percentage
[R5 Multires]
$.modifiers["Multires"].numSubs
1
$.modifiers["Multires"][1]
SubAnim:Vertex_Percentage
$.modifiers["Multires"][2]
undefined
12/30/2002 (12:24 pm)
I keep getting exporter crashes when exporting from Max 5 using MultiRes. It appears that the MultiRes modifier has changed considerably from R4 to R5 and the current exporter doesn't quite handle the new modifer.Is anyone successfully exporting from Max 5 using the R5 MultiRes modifier?
BTW: MaxScript easily reveals some of the changes in the modifer structure:
[R4 Multires]
$.modifiers["Multires"].numSubs
2
$.modifiers["Multires"][1]
SubAnim:Vertex_Count
$.modifiers["Multires"][2]
SubAnim:Vertex_Percentage
[R5 Multires]
$.modifiers["Multires"].numSubs
1
$.modifiers["Multires"][1]
SubAnim:Vertex_Percentage
$.modifiers["Multires"][2]
undefined
#3
Logan
12/30/2002 (2:17 pm)
Joe and I both encountered this as well a while back, so its a known problem. When someone gets around to fixing it is another matter though. For the time being you will have to put the LOD marker on the mesh and ignore dynamic LOD.Logan
#4
Take your copy of Multires.dlm in the max5/stdplugs folder and rename it.
Now take the Multires.dlm from Max4/stdplugs and copy it into the max 5 stdplugs directory.
this appeared to work and export fine. I did not do a comprehensive test though, so someone else should try it to confirm that this works.
12/30/2002 (11:49 pm)
Did a quick test.Take your copy of Multires.dlm in the max5/stdplugs folder and rename it.
Now take the Multires.dlm from Max4/stdplugs and copy it into the max 5 stdplugs directory.
this appeared to work and export fine. I did not do a comprehensive test though, so someone else should try it to confirm that this works.
#5
The reason I'm not quite happy with it is that you cannot give any of your max files using Multires R4 to somebody with a regular Max 5 installation.
Files created in this fashion will crash on load and you'd have to manually remove Multires from all stacks first (it appears that the modifier id has stayed the same but the modifier itself has changed quite a bit).
12/31/2002 (1:09 am)
Yes, the described method works. In fact, I have been using that workaround for quite a while. The reason I'm not quite happy with it is that you cannot give any of your max files using Multires R4 to somebody with a regular Max 5 installation.
Files created in this fashion will crash on load and you'd have to manually remove Multires from all stacks first (it appears that the modifier id has stayed the same but the modifier itself has changed quite a bit).
#6
If in fact the MultiRes SubAnims have changed from 0 (VertexCount) and 1 (VertexPercentage) to 0 (VertexPercentage) only (see above plus this can easily be seen in the max track view) then the crash is not surprising.
Only I have no idea where else the exporter could read the vertex count from and write it back into if the SubAnim track for this has simply been removed.
12/31/2002 (1:54 am)
I have stepped a little through the exporter code and found the lines currently crashing when trying to export MultiRes R5.If in fact the MultiRes SubAnims have changed from 0 (VertexCount) and 1 (VertexPercentage) to 0 (VertexPercentage) only (see above plus this can easily be seen in the max track view) then the crash is not surprising.
Only I have no idea where else the exporter could read the vertex count from and write it back into if the SubAnim track for this has simply been removed.
#7
http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=8647
12/31/2002 (1:58 am)
I have placed the code snippets for this in the SDK forum:http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=8647
#8
Matthes,
I think the most likley 'fix' for this is that the workaround will become the fix. With the workaround working fine, my team has no compelling reason to fix the exporter, and I do not think that there are too many teams out there with the necessary resources (a programmer with the knowledge and a copy of max5) to get this done anytime soon. If you are not happy with the workaround, you will most likly have to fix it yourself.
12/31/2002 (4:18 pm)
Quote:The reason I'm not quite happy with it is that you cannot give any of your max files using Multires R4 to somebody with a regular Max 5 installation.
Matthes,
I think the most likley 'fix' for this is that the workaround will become the fix. With the workaround working fine, my team has no compelling reason to fix the exporter, and I do not think that there are too many teams out there with the necessary resources (a programmer with the knowledge and a copy of max5) to get this done anytime soon. If you are not happy with the workaround, you will most likly have to fix it yourself.
#9
Thanks for all the replies.
01/01/2003 (1:08 pm)
I believe you are right. I have now moved the issue further down to the bottom of our priority list and am likely to continue with the workaround myself. I did pick up this thread just to make sure and check if there wasn't already someone out there with a fix in place or that I hadn't just missed something.Thanks for all the replies.
#10
edit: Nevermind, I discovered an old max4 demo disc I had lying around. Yay!
02/15/2003 (5:42 pm)
Having owned max3 and now 5, but not 4, I don't have access to this file for the workaround. Would someone be willing to send me the max4 MultiRes.dlm file so I could use multires? Thanks!edit: Nevermind, I discovered an old max4 demo disc I had lying around. Yay!
#11
Next all you do is extract to a directory of your choice. Then make a folder under Torque/Lib called maxsdk50 or 51. Then take all the Header file and LIB files from the downloaded SDK and put them into the new folder in torque LIB.
Next You can do 2 things you can open your project and change the linking to Max2DTS_max31 to incorperate the new maxsdk51 or you can copy the DSP file located in your Torque/VC6 folder. Rename it to Max2DTS_max5 then open it in a texteditor (notepad or textpad,ect...) to a find and replace for Max2dts_Max3(or 4) and change it to Max2DTS_5 and save it.
Open VC6 and highlight the Top header in your files project "Torque SDK" right click and choos insert project. Then select your new Max2DTS_max5.
Now once its loaded set it as the active project. Now select it and right click on it then choos settings.
Goto the C/C++ tab,b and look under "project options". Find the section that says ...lib/maxsdk4(or31) anmd change it to the 50(or 51 depending on what you called it). This should change the link in the Debug so make sure to do the same thing for the realese version (To change versions look up top to the left of the settings panel and see the "settings for".change it to the appropriate on)
Now goto the link TAB (the next one over by default) and look under its project options and find the "...LIB/Maxsdk4(or 3.1) and change it to maxsdk50(or 51) in both the realease and debug.
Do a clean build on your new project and BAAAAMMM!!! you now are the official owner of a fully compatible max2dts for MAX5.
Now if your not a TGE owner and you need MAX2DTS for max5 you can find it
HERE
WARNING
The compiled version source that comes with the TGE sdk does not export as fast as the version that Bravetree has been distributing.
It will take a few more minute to complete the export.
The Multires in MAX5 will work though and it has been improved from the previos versions of MAX.
I am now working on a fully Quark compatible MAX2MAP plugin. As soon as I get this done I am going to tackle "the Linking issue" that slows the exporter down and as soon as we get fised I will release whatever it takes to speed things up.
Matt
02/16/2003 (3:12 pm)
I am not really sure what the big stink is about trying to find a workaround. Any TGE owner can recompile a version for MAX5 and 5.1. If you own max 5 you have an SDk on your CD and if your a typical user you can downlaod a version for Max5.1 This version will also work for MAX5 yet I have not completly tested it but the MULTI RES stuff didn't change between 50 and 5.1Next all you do is extract to a directory of your choice. Then make a folder under Torque/Lib called maxsdk50 or 51. Then take all the Header file and LIB files from the downloaded SDK and put them into the new folder in torque LIB.
Next You can do 2 things you can open your project and change the linking to Max2DTS_max31 to incorperate the new maxsdk51 or you can copy the DSP file located in your Torque/VC6 folder. Rename it to Max2DTS_max5 then open it in a texteditor (notepad or textpad,ect...) to a find and replace for Max2dts_Max3(or 4) and change it to Max2DTS_5 and save it.
Open VC6 and highlight the Top header in your files project "Torque SDK" right click and choos insert project. Then select your new Max2DTS_max5.
Now once its loaded set it as the active project. Now select it and right click on it then choos settings.
Goto the C/C++ tab,b and look under "project options". Find the section that says ...lib/maxsdk4(or31) anmd change it to the 50(or 51 depending on what you called it). This should change the link in the Debug so make sure to do the same thing for the realese version (To change versions look up top to the left of the settings panel and see the "settings for".change it to the appropriate on)
Now goto the link TAB (the next one over by default) and look under its project options and find the "...LIB/Maxsdk4(or 3.1) and change it to maxsdk50(or 51) in both the realease and debug.
Do a clean build on your new project and BAAAAMMM!!! you now are the official owner of a fully compatible max2dts for MAX5.
Now if your not a TGE owner and you need MAX2DTS for max5 you can find it
HERE
WARNING
The compiled version source that comes with the TGE sdk does not export as fast as the version that Bravetree has been distributing.
It will take a few more minute to complete the export.
The Multires in MAX5 will work though and it has been improved from the previos versions of MAX.
I am now working on a fully Quark compatible MAX2MAP plugin. As soon as I get this done I am going to tackle "the Linking issue" that slows the exporter down and as soon as we get fised I will release whatever it takes to speed things up.
Matt
#12
02/19/2003 (7:03 am)
Matt, I downloaded the DTS exporter linked to in your post and when I try to export the player model that comes in the torque_max_filepack.zip it crashes. Does that model export correctly from max with the recompiled plugin or does it need to be modified?
#13
Best bet if you want to test it make your own models and try it out. I haven't had any bugs come from my own work yet but again I haven't tested anything that came as an example with the SDK.
The multires modifier in MAX5 has had alot of changes put in to place to help keep the UVW maps from distorting. From what the MaxSDK docs say it is almost totally been rewritten so I can see if your loading an older version then trying to export under the pretense that its a newer version where would come up with a problems.
If your bound and determined to use that I would delete and rebuild the multires'd meshes from the example model and build new ones and see how it works out.
Also I started a Thread under the modelling section so if you keep running into problems post up there for me. MAX2DTS Max5:: MultiRes Fixed
Hope that clears things up for ya
Matt
02/19/2003 (8:33 am)
I haven't tried it with the example model so I am not sure. I would guess that if the model has MAX4 multires modifiers on it then they would need to be changed to MAX5 multires modifiers. I would dare to say that there might be other instances of this happening with example files that are built using older versions of MAX. Best bet if you want to test it make your own models and try it out. I haven't had any bugs come from my own work yet but again I haven't tested anything that came as an example with the SDK.
The multires modifier in MAX5 has had alot of changes put in to place to help keep the UVW maps from distorting. From what the MaxSDK docs say it is almost totally been rewritten so I can see if your loading an older version then trying to export under the pretense that its a newer version where would come up with a problems.
If your bound and determined to use that I would delete and rebuild the multires'd meshes from the example model and build new ones and see how it works out.
Also I started a Thread under the modelling section so if you keep running into problems post up there for me. MAX2DTS Max5:: MultiRes Fixed
Hope that clears things up for ya
Matt
#14
check out my post in the latest Multires thread.
I have figured out how to get it not to crash max and actually work. perhaps it will help anyone programming for torque to figure out what causes the crash. I think it has something to do with the way the exporter see the modifier on the model. I havn't had time to dive into the exporter yet.
GL
Stephen Cook
CG Character Modeler
10/05/2003 (1:33 am)
Matthewcheck out my post in the latest Multires thread.
I have figured out how to get it not to crash max and actually work. perhaps it will help anyone programming for torque to figure out what causes the crash. I think it has something to do with the way the exporter see the modifier on the model. I havn't had time to dive into the exporter yet.
GL
Stephen Cook
CG Character Modeler
#15
Can anybody guide me how to get it? or atleast how to compile it from my package that I purchased as a TGE package. I have 3DS Max 5/7 but not 4/6.
06/26/2005 (10:18 am)
I'm really screwed up being lost in finding a proper 3DS Max exporter. It shows a shear irresponsibility from the side of Garagegames people ! Why the hell they dont give a proper documentation on "how-to-get-the-3DS Max-exporter" ???Can anybody guide me how to get it? or atleast how to compile it from my package that I purchased as a TGE package. I have 3DS Max 5/7 but not 4/6.
#16
There are exporters for 4.2-5.1 or 6-7, just take your pick.
06/26/2005 (11:58 am)
Http://www.garagegames.com/mg/projects/tge/artist.phpThere are exporters for 4.2-5.1 or 6-7, just take your pick.
#17
Thanks a bunch for y'r resourcefull reply. I really got solved my question. My models are coolly getting exported from 3DS Max 5/7.
08/21/2005 (7:27 am)
Hi Magnus,Thanks a bunch for y'r resourcefull reply. I really got solved my question. My models are coolly getting exported from 3DS Max 5/7.
Associate Logan Foster
perPixel Studios
The error that you are reporting stems from the fact that you have multiple CFG files located in the same directory that your Max file is located in. This is a common error for all of the Max exporters and can be fixed by removing or renaming the file extension of the CFG files that you do not need.
Logan