Models
Moderator: Moderators
Models
From next version spring will suport a new model format "s3o" which has some extra features that is lacking in 3do.
Feel free to try it out and report any bugs or other things that could need attention before it gets finalized in the next version.
Especially the exporter could use some testing and sugestion (allways save before exporting since craches can happen :) )
The specification of the file format can be read in s3o.h on the cvs.
A new spring executable which suports the new format can be found here http://taspring.clan-sy.com/temp/spring.exe.
And new shaders required for it to work with shadows
http://taspring.clan-sy.com/temp/shaders.zip
Exporter for 3ds max 7 can be found here http://taspring.clan-sy.com/temp/s3oexport.dle
Some description of the format and exporter:
The exporter works much like the 3do exporter for 3ds max, just choose a base object and a mapping channel for the export and all linked objects will be exported.
There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.
Feel free to try it out and report any bugs or other things that could need attention before it gets finalized in the next version.
Especially the exporter could use some testing and sugestion (allways save before exporting since craches can happen :) )
The specification of the file format can be read in s3o.h on the cvs.
A new spring executable which suports the new format can be found here http://taspring.clan-sy.com/temp/spring.exe.
And new shaders required for it to work with shadows
http://taspring.clan-sy.com/temp/shaders.zip
Exporter for 3ds max 7 can be found here http://taspring.clan-sy.com/temp/s3oexport.dle
Some description of the format and exporter:
The exporter works much like the 3do exporter for 3ds max, just choose a base object and a mapping channel for the export and all linked objects will be exported.
There are two textures for each model, texture1 is the standar skin texture but the alpha is used for teamcolor. Texture2 uses the green channel for reflectivity and the red channel for self illumination, blue is unused so far.
Last edited by Yeha on 01 Nov 2005, 14:02, edited 3 times in total.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Umm yeah Your'e going to have to contact Turbo Squid about the posiblity of a GMAX Turbopack(gamepack as it once was know) for the .s3o file format for use with GMAX. As I stated here thats the reason why:
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2657
Though the nice thing about it besides having UV maping system all that jazz, is that it is free and increadably easy to learn and use.
And if that is going to happen, will we have bone & skin modifier support?
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2657
Though the nice thing about it besides having UV maping system all that jazz, is that it is free and increadably easy to learn and use.
And if that is going to happen, will we have bone & skin modifier support?
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I dont quite understand.Maelstrom wrote:RGB, as in illumination for each seperate channel, instead of one channel for uniform illumination is what I think FireCrack means.FireCrack wrote:Argh, any hope for a rgb self-illumination map.
...
You can create any kind of "lights" on a model by setting the texture to the light colour and the self-illumination high.
Why would one, for example, want red self illumination with blue textures? It would just be black...
Re: Models
I have downloaded 3ds max 7 Trial ( but fully functional ) version, and the plugin seems to be incompatible...Yeha wrote: Exporter for 3ds max 7 can be found here http://taspring.clan-sy.com/temp/s3oexport.dle
<s3oexport.dll> doesn't implement libversion functin.
<s3oexport.dll> is not made for this version of program - not loading.
Is possible to disable the version check?
IMSabbel wrote:I dont quite understand.Maelstrom wrote:RGB, as in illumination for each seperate channel, instead of one channel for uniform illumination is what I think FireCrack means.FireCrack wrote:Argh, any hope for a rgb self-illumination map.
...
You can create any kind of "lights" on a model by setting the texture to the light colour and the self-illumination high.
Why would one, for example, want red self illumination with blue textures? It would just be black...
As an overlay, it's nice becasue it lets you saturate towards some colour, say you have a light that looks greyish on the texture but blue on the selfilum. When in shadow it would appear bright blue, when not it would apear more grey from mixing with the normal tex.
Then again, it's an RTS so mabye it's a bit much to ask, less memry this way...
Re: Models
Should be fixed now, redownload the exporter.BlueIce wrote:I have downloaded 3ds max 7 Trial ( but fully functional ) version, and the plugin seems to be incompatible...Yeha wrote: Exporter for 3ds max 7 can be found here http://taspring.clan-sy.com/temp/s3oexport.dle
<s3oexport.dll> doesn't implement libversion functin.
<s3oexport.dll> is not made for this version of program - not loading.
Is possible to disable the version check?