ALso what format did it support ? 1. UVW ?? 2. How to attach between part ? 3. triangle or quad ? since it MAX i believe it is triangle though 4. To export it i must make standard mesh or MAX polygon (convert to poly ?) any tutorial for that ?
1. It supports one UV mapping channel 2. I don't know, I didn't write the plugin, ask Yeha 3. The format supports triangle strips, triangles, and quads. It's just up to the plugin what it puts in the model. 4. I have succesfully converted an Editable Mesh with the plugin in 3DS max 6. It had just one piece though, I don't know about attaching.
Quote:
oops I missed it anyway
is the new model format supported for features? cos I can get the map with the bridges in .s3o format to load
It should be, there are some problems with custom features so I'll be checking that out...
Use get HEALTH in your script, and move a piece according to that value.
Like, move embbedded_health_bar to x-axis [10] - ([10]*get HEALTH)/100 now; with embbedded_health_bar being a [10] long green piece on the back of the unit, sliding in a sheath.
I might leave the privateer project after I finish my galaxy's last few parts and come start making models and UV wrapping them for spring again !!!!!!
btw, here's a link to my project I did in the privateer game thing... (I'm not advertising... just showing off)
Joined: 05 Oct 2005, 14:29 Location: The Netherlands
FLOZi wrote:
Great work with the LLT (though my cube > your cube ) How did you get the part-tree working?
(yes your cube rocks)
You need to link the objects together. For scripting, I just used the old LLT script.
As for the black lines. They are black and stay black.
They doesn't change color like in varius shades of green.
I can't get the texture on. I've made the model in 3d Studio Max, with UV mapping and it looked quite good for my first textured model.
But I can't get it working in spring. All hope it brings is this weird buggy thing when it's not yet placed:
So how did you get your texture to work FLOZi?
Well, I used a program called Ultimate Unwrap 3d to make the cube (though i could have just as easily imported it from elsewhere) did a quick and easy UV map of it, exported the map, painted it, applied it to the model. Then I exported the model as .3ds (actually better to do this as .obj - keeps Spring 'Y is up' axes), imported into MAX 7.
I edited the .bmp of the texture map by adding a blank alpha channel and saving as a .png. Then i exported the model in MAX using the s3o plugin, setting texture 1 to cube.png and texture 2 blank.
Having some issues with a more complex model, however. And I don't really know MAX well enough to link pieces properly.
edit: well figured that out... though perhaps Zaphods 3do->3ds convertor already does it automagically. In which case I want it!
edit2: your problem looks like what happens when a texture is missing inthe 3do format... where did you put your texture file?
Joined: 12 Nov 2004, 06:08 Location: Brickclaw, WA USA
Okay what you see when you select the building to build it is the entire texture space with all the textures on that unit. What causes that is a missing texture. You need to make sure the texture is in the "UnitTextures\tatex" folder. That should fix your problem, but remember the texture has to be in eather .bmp, .tga, or if your feeling like making it really good, .dds.
edit: well figured that out... though perhaps Zaphods 3do->3ds convertor already does it automagically. In which case I want it!
I doubt that max will read it correctly, a lot of editors just ignore child objects in a 3DS file. In fact, I wonder if it's actually intented to have child objects since 3ds is not a very properly defined format.
Here is a screenshot of a support tool I'm working on right now. It's supposed to be easy to convert between 3do and s3o, and import/export single 3ds objects (these can be exported/imported by a lot of 3D editors). I'm hoping it will allow more mods to use the new format, and provide a way of improving unit formats in the future.
edit: well figured that out... though perhaps Zaphods 3do->3ds convertor already does it automagically. In which case I want it!
I doubt that max will read it correctly, a lot of editors just ignore child objects in a 3DS file. In fact, I wonder if it's actually intented to have child objects since 3ds is not a very properly defined format.
Here is a screenshot of a support tool I'm working on right now. It's supposed to be easy to convert between 3do and s3o, and import/export single 3ds objects (these can be exported/imported by a lot of 3D editors). I'm hoping it will allow more mods to use the new format, and provide a way of improving unit formats in the future.
Think I may wait for this before doing any further work with s3o
Joined: 05 Oct 2005, 14:29 Location: The Netherlands
TA 3D wrote:
Okay what you see when you select the building to build it is the entire texture space with all the textures on that unit. What causes that is a missing texture. You need to make sure the texture is in the "UnitTextures\tatex" folder. That should fix your problem, but remember the texture has to be in eather .bmp, .tga, or if your feeling like making it really good, .dds.
I tripple checked it. I was using an existing texture.
My cube (I now using a cube, one texture) turned black when build.
And still the buggy "can't find texture"-texture when placing.
Don't know what I'm doing wrong.
Maybe someone can post an example unit in s3o (and everything that comes with it). That would be greatly helpful.
To make things worse, my cube (actually called The Cube of Death, now I know why) made my PC restart when I self-destructed it. That restarting happens from time to time in normal games, maybe it's a bug in some explosion (self-D was a BIG_UNIT explosion) that causes it.
Joined: 12 Jan 2005, 10:25 Location: Still signing off after all these years
LathanStanley wrote:
ummmm.... HOLY CRAP ITS ABOUT TIME!!!!
I might leave the privateer project after I finish my galaxy's last few parts and come start making models and UV wrapping them for spring again !!!!!!
btw, here's a link to my project I did in the privateer game thing... (I'm not advertising... just showing off)
I could bust out all my old models I was doin and UV them and export like mad WOOT!
Wooow, nice stuff man. I may be needing you assistance it looks like cause me and Warlord can't texture for toffey... Well actully for a lot of toffy i might, but thats besides the point. What would you say to giving us a hand with texturing a few features (Trees, rocks and stuff like that)?
Wooow, nice stuff man. I may be needing you assistance it looks like cause me and Warlord can't texture for toffey... Well actully for a lot of toffy i might, but thats besides the point. What would you say to giving us a hand with texturing a few features (Trees, rocks and stuff like that)?
aGorm
I can be up for it... been busy, quite VERY busy lately...
what free time I come up with, I can help....
I'd kinda prefer to tackle BIG projects when I have the time... but who knows..
reach me on Yahoo for the fastest responses though
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