New Dark Industries 3ds Max 7 & 8 Exporters
by Spencer Boomhower · in Artist Corner · 07/31/2006 (2:06 am) · 51 replies
There's a post about these new tools over at Tim's blog: www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10894
Matt Summers made this snazzy-looking new tool, and he suggested we put feedback into this forum. So this is a place to post feedback, bugs and questions.
Here's what I've found:
First off, it's really slick, and I got a kick out of the few features I had a chance to play with. Specifically the rollout that can crank out collision meshes (and corresponding LOScol meshes) at the push of a button. However, on the subject of:
Collision Meshes: I have lately been making DTS files that have more than the old limit of 8 collision meshes, so the fact that the rollout only seemed equipped for 8 seemed limiting. That aside, I've only been able to export up to 20 collision meshes. According to David Michael, the coder I'm working with, there should be no limit on the number of meshes at DTS can use, but the exporters - the Dark Industries exporter, and the GarageGames Max 5 and 7 exporters as well - won't let me export more than 20. The nice thing about the DI exporter is that when I try to export too many COL objects it just gives an assert, whereas the GG tools crash Max.
Auto-Billboards; Another thing I've been interested in is billboards as a low detail level. I only recently learned that Torque can produce billboard textures automatically. I discovered this looking Bravetree's Tree Pack files, specifically FTree02_BB. There's a LOD marker named BB::detail2, and no corresponding object mesh. This marker auto-generates a billboard. However, I've only ever been able to get this to work when exporting from Max 5 using the GG exporters. Billboards, auto-generated or otherwise, don't work for me when exported from Max 7.
I see the DI exporter has an "Auto Billboard" setting, but I couldn't get it to work, at least when using the files from the tree pack. I tried both files that were already set up to auto generate a BB already, and files that weren't.
In both the GG and the DI Max 7 exporters, trying to export FTree02_BB - the file with an auto-billboard marker already set up - produces a "crossed detail levels" error, which says that the error can be turned off. With the old Max 7 exporter I can see where to turn it off, under Error Control > Allow Crossed Details. In the DI exporter, however, I don't see where to turn it off. Just as well perhaps. If I check Allow Crossed Details when exporting from FTree02, Max 7 crashes. Max 5 exports this file just fine with "Allow Crossed Details," though, and the auto-billboards show up in game.
EDIT: At the time I originally made this post, I had both the Dark Industries exporter and the exporter from the GarageGames Artist Page installed. Turns out this causes all sorts of problems. I revisited the auto-billboard test after fixing this, and now it at least exports the BraveTree file. However, when I look at it in ShowTool Pro, the billboard is visible at all times, at all detail levels, overlaid on the higher detail meshes. And when I try to place the exported DTS in my game, the game crashes. That could very well be a problem with the app, of course, and there's always the chance there's a problem with the Max file. Though I think of the BraveTree files as the benchmark for proper Max file setup.
Material Settings: The only other problem I can think of off-hand is that, in the DI exporter, I tried to change some material settings in a multi-sub object material. It showed the name of the multi-sub, but all the settings were grayed out. The names of the sub-materials didn't show up in the list, so I couldn't change them there.
All in all the Dark Industries exporter is a nice looking product, and just from my experience with the Collision Manager, I get the sense that it'll be a very powerful tool. It looks like it might take some unlearning of the old ways of doing things to make the most of it, but that's what it takes to make these kinds of leaps ahead.
Matt Summers made this snazzy-looking new tool, and he suggested we put feedback into this forum. So this is a place to post feedback, bugs and questions.
Here's what I've found:
First off, it's really slick, and I got a kick out of the few features I had a chance to play with. Specifically the rollout that can crank out collision meshes (and corresponding LOScol meshes) at the push of a button. However, on the subject of:
Collision Meshes: I have lately been making DTS files that have more than the old limit of 8 collision meshes, so the fact that the rollout only seemed equipped for 8 seemed limiting. That aside, I've only been able to export up to 20 collision meshes. According to David Michael, the coder I'm working with, there should be no limit on the number of meshes at DTS can use, but the exporters - the Dark Industries exporter, and the GarageGames Max 5 and 7 exporters as well - won't let me export more than 20. The nice thing about the DI exporter is that when I try to export too many COL objects it just gives an assert, whereas the GG tools crash Max.
Auto-Billboards; Another thing I've been interested in is billboards as a low detail level. I only recently learned that Torque can produce billboard textures automatically. I discovered this looking Bravetree's Tree Pack files, specifically FTree02_BB. There's a LOD marker named BB::detail2, and no corresponding object mesh. This marker auto-generates a billboard. However, I've only ever been able to get this to work when exporting from Max 5 using the GG exporters. Billboards, auto-generated or otherwise, don't work for me when exported from Max 7.
I see the DI exporter has an "Auto Billboard" setting, but I couldn't get it to work, at least when using the files from the tree pack. I tried both files that were already set up to auto generate a BB already, and files that weren't.
In both the GG and the DI Max 7 exporters, trying to export FTree02_BB - the file with an auto-billboard marker already set up - produces a "crossed detail levels" error, which says that the error can be turned off. With the old Max 7 exporter I can see where to turn it off, under Error Control > Allow Crossed Details. In the DI exporter, however, I don't see where to turn it off. Just as well perhaps. If I check Allow Crossed Details when exporting from FTree02, Max 7 crashes. Max 5 exports this file just fine with "Allow Crossed Details," though, and the auto-billboards show up in game.
EDIT: At the time I originally made this post, I had both the Dark Industries exporter and the exporter from the GarageGames Artist Page installed. Turns out this causes all sorts of problems. I revisited the auto-billboard test after fixing this, and now it at least exports the BraveTree file. However, when I look at it in ShowTool Pro, the billboard is visible at all times, at all detail levels, overlaid on the higher detail meshes. And when I try to place the exported DTS in my game, the game crashes. That could very well be a problem with the app, of course, and there's always the chance there's a problem with the Max file. Though I think of the BraveTree files as the benchmark for proper Max file setup.
Material Settings: The only other problem I can think of off-hand is that, in the DI exporter, I tried to change some material settings in a multi-sub object material. It showed the name of the multi-sub, but all the settings were grayed out. The names of the sub-materials didn't show up in the list, so I couldn't change them there.
All in all the Dark Industries exporter is a nice looking product, and just from my experience with the Collision Manager, I get the sense that it'll be a very powerful tool. It looks like it might take some unlearning of the old ways of doing things to make the most of it, but that's what it takes to make these kinds of leaps ahead.
#2
I read the PDF and searched up a few more docs and bugs, but is there anywhere that just says how to actually export with it? The PDF goes into reems of detail about every option, but not actually: to export.. do this.
I loaded up one of my old MAX files that I have exported into torque and tried to export, but it didn't work. Is there a doc anywhere explaining what you need to do to export with this new tool? (and MAX 7)
08/24/2006 (6:08 pm)
VERY cool.. GG Is getting slicker thanks to folks like youI read the PDF and searched up a few more docs and bugs, but is there anywhere that just says how to actually export with it? The PDF goes into reems of detail about every option, but not actually: to export.. do this.
I loaded up one of my old MAX files that I have exported into torque and tried to export, but it didn't work. Is there a doc anywhere explaining what you need to do to export with this new tool? (and MAX 7)
#3
Matt - would it be possible to grab any documentation/testing off you which shows what is needed in a scene to properly export a generic torque biped skeleton sequence? Because I'm having incredible troubles in another thread and would really love any insider pointers.
08/25/2006 (9:03 am)
Andrew - there are a couple of ways to export. You can tick which options apply to your scene up the top and then click "Quick Export" (good for bipeds if you have them set up correctly), or you can go through all the individual settings and then click the "Export DTS" or "Export DSQ" files down the bottom of the exporter window.Matt - would it be possible to grab any documentation/testing off you which shows what is needed in a scene to properly export a generic torque biped skeleton sequence? Because I'm having incredible troubles in another thread and would really love any insider pointers.
#4
08/26/2006 (5:49 am)
From what I can tell, these all seem to be tools and options for helping to set up a model for export, which is all very cool, but what I'm trying to do is export a model which has already been all bounded, noded, marked, detail-meshes, LODed, COLed.. everything. I just want to see if this exporter will work for me. Is there anywhere that explains how to try that? Do I select the mesh and click "Quick" or do I select nothing and select "Export DTS" and if nothing at all happens, what then?
#5
08/26/2006 (6:54 pm)
I was doing the same thing - simply select the mesh, make sure "As skinned mesh" and "Use existing bounds" are ticked and click Quick Export. If you're exporting a biped like I was, you need to have base01 and start01 dummy nodes in there as well, unlike in the old exporter. But yes, Quick Export is the way to go for you, I'd imagine.
#6
08/27/2006 (7:11 am)
Drat.. no good :( thanks tho
#7
This is super neat... 2 things I've noticed, when you press enter in the sequence name it adds a newline.
Also, when you "quick setup", twice, it names all numbered things xxx2.
E.G., cam = cam2, (correct)
light0, light1, BOTH = light2 (not good!)
08/27/2006 (12:26 pm)
*blink* ... *blink*This is super neat... 2 things I've noticed, when you press enter in the sequence name it adds a newline.
Also, when you "quick setup", twice, it names all numbered things xxx2.
E.G., cam = cam2, (correct)
light0, light1, BOTH = light2 (not good!)
#8
Is "MaxDtsExporter_RC3.exe" the latest public build of the exporter ?
08/30/2006 (1:57 pm)
Quick question: Is "MaxDtsExporter_RC3.exe" the latest public build of the exporter ?
#9
A couple things I've noticed after using it however:
I couldn't get IFL's to export unless the sequence started on frame 0. Which means it's not possible to export more than one IFL animation in a single file. For instance, if I have a gun with a 'fire' animation, I HAVE to specifiy the 'fire' animation on frame 0-# for it to export, otherwise it simply stays on frame 1 of the IFL when I preview it in ShowTool. So if I want a different 'fire' sequence in this same Max File, say on frame 60-90, I can't do it.
Also, I'm not able to get any kind of UV texture animation to export properly. I'm using Max 7, and when I try to animate any type of texture offset, every time I get an error in the dump file saying: "Error #20:Mesh topology is animated on mesh "jumppulse2"." When in fact, I'm simply animating the texture.
Thanks.
-Ben
Animator at Mind Control Software
09/06/2006 (12:27 pm)
Great exporters... love the ease-of-use over the old ones. Everything in one place. Sweet.A couple things I've noticed after using it however:
I couldn't get IFL's to export unless the sequence started on frame 0. Which means it's not possible to export more than one IFL animation in a single file. For instance, if I have a gun with a 'fire' animation, I HAVE to specifiy the 'fire' animation on frame 0-# for it to export, otherwise it simply stays on frame 1 of the IFL when I preview it in ShowTool. So if I want a different 'fire' sequence in this same Max File, say on frame 60-90, I can't do it.
Also, I'm not able to get any kind of UV texture animation to export properly. I'm using Max 7, and when I try to animate any type of texture offset, every time I get an error in the dump file saying: "Error #20:Mesh topology is animated on mesh "jumppulse2"." When in fact, I'm simply animating the texture.
Thanks.
-Ben
Animator at Mind Control Software
#10
Except on occasion he gets this error:
[b]One export at a time: Export Code not re-entrant.[\b]
This error comes up in a pop-up window titled Max2DtsExporter
He isn't exporting more than one at a time. The workaround is to close and restart max or a complete system reboot.
Has anyone seen this and know what may cause it?
Thanks in advance. Oh, and really nice job on this exporter.
09/13/2006 (8:53 pm)
Posting for an the modeler I'm working with. We are using Max 8 and the Dark Industries exporter for character modeling and animation. We continue to have success creating and animating new characters and creatures. Except on occasion he gets this error:
[b]One export at a time: Export Code not re-entrant.[\b]
This error comes up in a pop-up window titled Max2DtsExporter
He isn't exporting more than one at a time. The workaround is to close and restart max or a complete system reboot.
Has anyone seen this and know what may cause it?
Thanks in advance. Oh, and really nice job on this exporter.
#11
09/21/2006 (12:10 pm)
Matt, I just edited my first post to include: Quote:EDIT: At the time I originally made this post, I had both the Dark Industries exporter and the exporter from the GarageGames Artist Page installed. Turns out this causes all sorts of problems. I revisited the auto-billboard test after fixing this, and now it at least exports the BraveTree file. However, when I look at it in ShowTool Pro, the billboard is visible at all times, at all detail levels, overlaid on the higher detail meshes. And when I try to place the exported DTS in my game, the game crashes. That could very well be a problem with the app, of course, and there's always the chance there's a problem with the Max file. Though I think of the BraveTree files as the benchmark for proper Max file setup.
#12
09/22/2006 (2:58 pm)
Thanks Spencer, Ill look into it this weekend. I have the bravetree file packs so I can try it and figure out what the problem is. I got your email as well Ill respond to it later tonight.
#13
Did you get a chance to look at the problem I emailed you about, the problem with the characters? I'm concerned I'll have to uninstall and reinstall exporters just to export both static and character models.
To recap: the Artist Page exporters don't export detail levels correctly, but your Dark Industries exporters do. However, I can't export my characters with your exporters.
Thanks!
09/28/2006 (8:03 pm)
Hi Matt, Did you get a chance to look at the problem I emailed you about, the problem with the characters? I'm concerned I'll have to uninstall and reinstall exporters just to export both static and character models.
To recap: the Artist Page exporters don't export detail levels correctly, but your Dark Industries exporters do. However, I can't export my characters with your exporters.
Thanks!
#14
I just set up a new DTS pretty much from scratch, and was able to get the auto-billboard working OK. Not sure what's different with the BraveTree model that wasn't working for me.
Actually, the "auto" part of the auto-billboarding works a little too well. That is, if I try to specify a mesh to be a billboard (rather than let the billboard be auto generated), I still get an automatically generated billboard. Not sure if this is specific to the Dark Industries exporter, since that's all I have installed.
Let me know if I can give you any samples re: the texture exporting problem I'm having.
Thanks,
Spencer
09/29/2006 (6:57 pm)
Hi Matt, I just set up a new DTS pretty much from scratch, and was able to get the auto-billboard working OK. Not sure what's different with the BraveTree model that wasn't working for me.
Actually, the "auto" part of the auto-billboarding works a little too well. That is, if I try to specify a mesh to be a billboard (rather than let the billboard be auto generated), I still get an automatically generated billboard. Not sure if this is specific to the Dark Industries exporter, since that's all I have installed.
Let me know if I can give you any samples re: the texture exporting problem I'm having.
Thanks,
Spencer
#15
We use hitboxes for damage location with this naming convention:
HB01, HB02, HB03... etc., with a detail marker (ex. HB01_145). When exporting, it seems that these meshes are ignored, even if they are explictely set to always export in the associated .CFG file. I had another set of meshes with that were numbered (flame00_145), and when I changed the name (r_flame145), it exported.
As the naming convention for the hitbox system is essential, I would rather find a workaround solution than having to have the code changed. Would you have any idea as to a solution to this? This is a really good exporter, and would rather not have to go back to an older exporter unless absolutely necessary.
Thanks!
10/02/2006 (3:28 pm)
I have been using the new exporter for a while, and its quite nice. I have noted a problem with having meshes that use numbers in the name, even if there is a trailing detail markerWe use hitboxes for damage location with this naming convention:
HB01, HB02, HB03... etc., with a detail marker (ex. HB01_145). When exporting, it seems that these meshes are ignored, even if they are explictely set to always export in the associated .CFG file. I had another set of meshes with that were numbered (flame00_145), and when I changed the name (r_flame145), it exported.
As the naming convention for the hitbox system is essential, I would rather find a workaround solution than having to have the code changed. Would you have any idea as to a solution to this? This is a really good exporter, and would rather not have to go back to an older exporter unless absolutely necessary.
Thanks!
#16
I cant get it to work with the new exporters.
10/05/2006 (6:12 am)
Has anyone sucessfully exported the Adam or Soldier pack ?? with these new exporters ?I cant get it to work with the new exporters.
#17
In a post above, I mention that I'm having trouble exporting a character using these new Dark Industries exporters. The character I'm trying to export is AdamPack, or characters derived from that pack. These characters work OK with the Artist Page exporters, however.
I haven't heard back from Matt on the problem. I'm sure that, like most people here, he's got way too much on his plate.
BTW, Matt, if you're following this, I noticed that above, I wrote:
What I meant to say was: Let me know if I can give you any samples re: the character exporting problem I'm having.
Oops.
Edit: Alienforce, I should mention that I did AdamPack, and I'm going to follow up the problem with these exporters. I really like Matt's new exporters, and I want to help him make them backward compatible.
10/05/2006 (8:37 am)
@AlienforceIn a post above, I mention that I'm having trouble exporting a character using these new Dark Industries exporters. The character I'm trying to export is AdamPack, or characters derived from that pack. These characters work OK with the Artist Page exporters, however.
I haven't heard back from Matt on the problem. I'm sure that, like most people here, he's got way too much on his plate.
BTW, Matt, if you're following this, I noticed that above, I wrote:
Quote:Let me know if I can give you any samples re: the texture exporting problem I'm having.
What I meant to say was: Let me know if I can give you any samples re: the character exporting problem I'm having.
Oops.
Edit: Alienforce, I should mention that I did AdamPack, and I'm going to follow up the problem with these exporters. I really like Matt's new exporters, and I want to help him make them backward compatible.
#18
My suggestion, since your exporter is more than just an exporter, it's a whole suite of scene setup tools, is: DTSTools. There's a product named DTSTools out there in the world already, but it's for network analysis (nothing to do with GarageGames).
Or how about DTSKit, or DTSBuilder - anything but "the new DTS exporters." :)
Thanks,
Spencer
10/05/2006 (8:59 am)
Also, Matt, a naming suggestion, since I've found people referring to the exporter on the GG Artist Page as "old" and to yours as "new" even though the GG exporters are the current standard (however broken they might be): give your exporters a nice, distinct name. My suggestion, since your exporter is more than just an exporter, it's a whole suite of scene setup tools, is: DTSTools. There's a product named DTSTools out there in the world already, but it's for network analysis (nothing to do with GarageGames).
Or how about DTSKit, or DTSBuilder - anything but "the new DTS exporters." :)
Thanks,
Spencer
#19
We are working on removing the naming requirement of the two base nodes "base01" and "start01". This will allow the exporter to be more compatible with old scenes.
The Auto-Billboard settings in the our exporter are stored completely diferent from how they were stored for the older exporter. That is why the bravtree tree files auto-billboard settings would export with the old exporter but not with ours. The original max exporter used prefixes on the detail marker and detail level names to enable billboard export. We moved all of these to the object properties and created a UI to manage them.
@Jerane:
The exporter sees any mesh with a trailing number as a detail level. In order for a detail level to be exported it needs to have a detail marker with the same detail size number or Im pretty sure that it will be ignored by the exporter. If you are using a custom mesh object as a hit box wouldn't using LOScollision objects instead of custom named mesh objects acomplish the same thing? They are already setup to be numbered and would be independant of detail level.
One thing to know about the exporter is that scenes setup for the original Max exporter will need a few changes for them to exporter properly using this exporter. Like I said above, we are working on making the scene setup more compatible so that you wont have to rename your scene nodes rigidly to "base01" and "start01", but most of the settings for everything from auto-billboards to sequences are stored and read completely different from the old exporter. How much that needs to be changed in order for an object to export varies depending on the scene.
But for example when writing the exporter I loaded up the Bravtree Character Pack and only had to recreate the sequence markers using the sequence manager in the exporter UI. It then exported and loaded into ShowToolPro with no problems. For one of the trees from the BraveTree pack, I just removed the Billboard settings for the old exporter and added them using the exporter UI and it exported fine.
We are working on making the exporter better, but there are also a lot of things that are really good about this exporter (at least in my opinion). There is still room for improvement but I think this is a step in the right direction.
I have a version of the UI that Im playing with where all of the functions and windows are scripted to allow for key commands to be assigned to them. So you can do things without having to rely on the UI so much. For instance I have "CTR+SHIFT+B" will create a bounds around the selected objects and open the bounds dialog so that you can tweak the padding if needed.
Ill post an update when the next build of the exporter is ready for testing.
10/05/2006 (10:15 am)
@Spencer:We are working on removing the naming requirement of the two base nodes "base01" and "start01". This will allow the exporter to be more compatible with old scenes.
The Auto-Billboard settings in the our exporter are stored completely diferent from how they were stored for the older exporter. That is why the bravtree tree files auto-billboard settings would export with the old exporter but not with ours. The original max exporter used prefixes on the detail marker and detail level names to enable billboard export. We moved all of these to the object properties and created a UI to manage them.
@Jerane:
The exporter sees any mesh with a trailing number as a detail level. In order for a detail level to be exported it needs to have a detail marker with the same detail size number or Im pretty sure that it will be ignored by the exporter. If you are using a custom mesh object as a hit box wouldn't using LOScollision objects instead of custom named mesh objects acomplish the same thing? They are already setup to be numbered and would be independant of detail level.
One thing to know about the exporter is that scenes setup for the original Max exporter will need a few changes for them to exporter properly using this exporter. Like I said above, we are working on making the scene setup more compatible so that you wont have to rename your scene nodes rigidly to "base01" and "start01", but most of the settings for everything from auto-billboards to sequences are stored and read completely different from the old exporter. How much that needs to be changed in order for an object to export varies depending on the scene.
But for example when writing the exporter I loaded up the Bravtree Character Pack and only had to recreate the sequence markers using the sequence manager in the exporter UI. It then exported and loaded into ShowToolPro with no problems. For one of the trees from the BraveTree pack, I just removed the Billboard settings for the old exporter and added them using the exporter UI and it exported fine.
We are working on making the exporter better, but there are also a lot of things that are really good about this exporter (at least in my opinion). There is still room for improvement but I think this is a step in the right direction.
I have a version of the UI that Im playing with where all of the functions and windows are scripted to allow for key commands to be assigned to them. So you can do things without having to rely on the UI so much. For instance I have "CTR+SHIFT+B" will create a bounds around the selected objects and open the bounds dialog so that you can tweak the padding if needed.
Ill post an update when the next build of the exporter is ready for testing.
#20
10/05/2006 (11:00 am)
Super! Keep up the good work Matt! :)
Associate Matt Summers
Dark Industries
Auto-Billboards: Ill run some tests on the Auto Billboard stuff, I had it work properly but its possible something broke along the way.
Material Setting: Yeah, I havent found a good way to deal with multi-sub textures yet. When I do I will update the material editor to work with them. For now the material editor options are grayed out to prevent you from doing something that would case the exporter UI to crash.
Any other comments/ suggestions are welcome.