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Importer ASC- files:
Kerrax ASC importer - this plugin for 3d Studio-max, that makes it possible to import files with the expansion ASC, created plugin ZenGin ASC of exporter.
The represented importer is better than similar fact that it (http://mod.worldofgothic.ru/file_download/3).:
a) restores the modifier of physique, where it adapted with the export of scene.
b) is capable to create the certain similarity of skeleton for the dynamic models.
c) can import the animation of dynamic model.
d) creates correct standards.
With the installation will have to indicate the folder, into which are established 3d Studio-max. Although sometimes installer determines this folder correctly and itself.
Bear in mind that for the valuable work with the dynamic models (armor, monsters so forth) it is necessary to establish the packet Character of studio (usually this packet is located on the disk with packet 3d Studio-max). For the work with the static models and the animations meshes Character of studio it is not required.
The objects, which are contained in the ASC- file, can be broken into four basic groups:
meshes
the bone
auxiliary
others
Meshes have a name, which is begun from the letters, zm_, and in the game they are usually covered with texture. In 3d Studio-max meshes have a type Editable mesh (to which also can be applied the modifier Physique).
The bones have a name, which is begun from the letters, Bip01, and in the game they are not reflected. The basic purpose of the bones consists in the fact that the mesh ties to them and then according to the recorded animation of the bones it is possible to calculate the motion of mesh. Methods of the tying of mesh to the bones two: the first - button Select and link in the main panel 3d Studio-max, the second - application to the mesh of the modifier Physique. The bones must be attached to each other, i.e., each bone must have a parent - another bone. The bone, which is located on the apex of hierarchy (main parent of all bones) must be called Bip01. The number of the bones for one model there must not exceed 256.
Auxiliary objects have a name, which is begun from the letters, zs_ and note the positions, important for the game. By texture such objects are not covered, therefore, by game directly they are not reflected.
Other objects have a name, which is begun not [s] zm_, not [s] Bip01, and not [s] zs_. Other objects are not used by the game (they even they are not written in the MDL- file during the compilation of ASC- file). To create other objects (for example the IK- chain or Dummy) it stands perhaps that for convenience in 3D-modeller. :)
In the ASC- file or in the collection of ASC- files different information can be contained:
static model
dynamic model
the animation of mesh
The represented importer is capable of working with the models of all three types.
Model is static, if it does not contain the bones. Examples of the ASC- files: kotelok_mob, bed_1_oc, bench_1_nc. The importer allows with the import of the static model of no options, so that here everything is simple.
Model is dynamic, if it contains the system of the bones. In this case to each dynamic model usually corresponds one ASC- file meshes and several ASC- files with the animation. Examples of ASC- files meshes of the dynamic model: ARMOR_LESTER, MBG_BODY, GOBBO_SKELETON_BODY, LUR_BODY. Examples of ASC- files with the animation of the dynamic model:SCA_PICKGROUND_M01, MBG_DEAD_A02,WARAN_LOOK_KM01.
In order to work with the dynamic model in 3d Studio of max, it is necessary to at first recreate the system of the bones. It is necessary to select ASC- file meshes of dynamic model, then the point 2 V of the menu of importer (import of mesh and the bones of dynamic model). The simple skeleton, where each bone is cube, will be created. If it is required, it is possible then to by hand touch up the skeleton, created by importer. For this it is necessary in the panel of the hierarchy 3d Studio-max to harvest the button Pivot, to and then make active the mode of operation Affect object only. After this, it is possible to change the sizes of the bones or to move them. Modifier Physique and animation they tie only to pivot's of the bones; therefore change of the scale and displacement of the bones in this regime will do harm nothing. After giving the bones of model into the acceptable form, it is better to open the regime Affect object only and to harvest the button Link of infoin order to block the displacement of the bones relative to each other and scaling (after leaving accessible only turnings of the bones relative to each other). Naturally, it is not necessary to block the displacement of the root bone Bip01so that the model it would be possible to move by pillar. Also, if it is required, it is possible to create the IK- chain, let us say for the arms, the feet or the tail of character.
As an example of such creation of bones look images (http://mod.worldofgothic.ru/file_download/28).
If the bones are already created and there is in the current scene, and mesh is located in the ASC- file (this situation frequently is, when several dynamic models use one and the same collection of the bones - for example, all ASC- files with the armor for the person- men). Then it is necessary to select the import of ASC- file with necessary meshes, and then the point 3 V of the menu of importer (import of mesh and tying to the finished bones).
The animation of dynamic model it is possible to load only when the bones it is already created and there is in the current scene. Then it suffices to select the import of ASC- file with the necessary animation, and then the point 4 V of the menu of importer (import of the animation of dynamic model).
The animation of mesh usually remains in several ASC- files: one file stores the initial mesh (example: ORC_HEADWARRIOR.ASC - the head ork - soldier), and rest - strictly animation (example: ORC_HEADWARRIORTALK.ASC - the head of the speaking ork - soldier). It is at first necessary to import initial mesh, then - one of its animations.
Exporter ASC- files:
Kerrax ASC exporter - this plugin for 3d Studio-max, that makes it possible to export files with the expansion ASC. Presented the exporter completely it is similar ZenGin ASC exporter and it allows no new possibilities in comparison with it. The basic purpose of the creation of the new exporter of ASC- files consisted in allowing the possessors 3d Studio-max 6, 3d Studio-max 7, 3d Studio-max 8 and 3d Studio-max 9 to be occupied by the 3d- simulation (ZenGin ASC exporter worked only 3d Studio-max 5).
Installation of exporter. Exporter enters into the collection of Gothic plagins of the import- export of krxImpExp. Click on one of the represented below references depending on by what version 3d Studio-max you use:
KrxImpExp for 3d Studio-max 5 (http://mod.worldofgothic.ru/file_download/64)
KrxImpExp for 3d Studio-max 6-8 (http://mod.worldofgothic.ru/file_download/65)
KrxImpExp for 3d Studio-max 9 (http://mod.worldofgothic.ru/file_download/66)
With the installation will have to select the folder, into which are established 3d Studio-max. In principle, this folder of installer sometimes and itself is determined correctly.
Last changes:
are opened (disabled) the options of export, which in no way influence game.
the collection of the options of rapid export is a little corrected.
the short information (it is caused from the dialogue of exporter - with the export of any ASC- file), is added.
appeared multilanguage support.
The request, for the revealed errors to write in these themes:
Kerrax ASC importer - files. WoG.ru (English language) (http://worldofgothic.ru/forum/index.php/topic,986.0.html)
Kerrax ASC exporter - files. WoG.ru (English language) (http://worldofgothic.ru/forum/index.php/topic,987.0.html)
MfG MaGoth. WoG.ru-Community.:gratz
horrorente
22.01.2008, 19:46
wohoooo.. thank you...
I searched for this tool yesterday.^^
Greetz...
this is a wonderful tool. I`ve waited for something like this for month!
You must be a really good programmer^^
Player140
22.01.2008, 22:32
Tank you :)
Max 9 Support, thats great!
But one thing I miss is the Support of the "skin" modifier instead of "physique" modifier. With the old export, Skin worked (only Max 4, not higher). In the most cases I think, skin is easyer to utilize and much more powerfull than physique.
Schattenlord34
23.01.2008, 14:03
i think the skin support is a matter of opinion
cause gothic doesn't support vertex weights and things like muscles, all benefits of the skin modifier
the physique modifier is reduced to essential options, and the single vertex assignment is much faster --> that's everything you need for gothic :)
but if kerrax manages it to include the support of the skin modifier, i won't object to it ;)
Schattenlord34
08.02.2008, 12:50
sorry fürn doppelpost
aber das sollte doch gesehen werden
also geht um den neuen exporter zumindest von max 8
und zwar gibt es einen fehler
und zwar wird beim physique mit "grünen kreuzchen" importiert
sprich quasi also anorganisch, hartes material
und wenn man das direkt so wieder in gothic importiert
gibts fehler...
also man muss alles komplett neu riggen
was mit den "verhunzten" skelletten nicht gerade leicht ist
I have released a new version of my plugins. Now 3DS files are also supported by them. The following links are for download.
KrxImpExp for 3d Studio-max 5 (http://mod.worldofgothic.ru/file_download/67)
KrxImpExp for 3d Studio-max 6-8 (http://mod.worldofgothic.ru/file_download/68)
KrxImpExp for 3d Studio-max 9 (http://mod.worldofgothic.ru/file_download/69)
horrorente
19.02.2008, 11:10
Great Job, Thanks.!
Golden Age
19.02.2008, 13:28
Yes, very nice!!! Good work;)
Schattenlord34
19.02.2008, 13:36
weeeha
now everything can be done using max 9
awesome
big thx kerrax
Feschalix gothix
19.02.2008, 14:24
Yipieeh! :)
Very great work!
FeGo ;)
Regards to the Community. :)
I'd like to ask if somebody wants to help with translating of kerrax's plugin into the English and German languages…
We have translated already into the English, but it would be good if somebody who knows the language would verify the correctness of writing.
Also, I will write about this on the Polish and Rumanian forums, so it would let us to complete multilanguage version. with some additions and with support of 3Ds Max of Studio 2009.
Files in which it is necessary to translate phrases and proposals, I attach here (see attachment), there are Russian and English versions.
And if in future anyone will want to help with translation of the kerrax's plugins, then send us e-mail: kerrax@mail.ru, in english if could.
Soon a work by translating GothicSourcer 3.14 will start. the programm can work with Gothic scrpts and includes all the last modifications of kerrax's plugins and work with models directly.
In another word, we seek any who wants to help with translating into English, Polish, German, Rumanian
Ps.Some german modmakers asked about developing new versions of kerrax's plugins for GMax
We would like to help german community and we'll try to create plugins for GMax. But for that we would need GMax SDK libruary. And we don't have it.
Didn't found in internet.
And also we think that GMax could be compatible with 3D Studio Max 4. Do you have a MAX4-SDK libruary.
And if we will make such a plugin, we will need help to translating it.
Pss. If somebody have SDK for Gmax or 3Ds Studio Max 4, please send us here: magoth@samtel.ru. Or send there an URL to it if have such.
MfG MaGoth, WoG.ru - Community.:gratz
Spanish is one of the important languages.
You might ask at the message board of Clan DLan (http://foros.clandlan.net/?showforum=3), they helped me with the translation of the Spanish Language-Pack for Gothic I (http://www.worldofgothic.com/dl/?go=dlfile&fileid=105).
Spanish is one of the important languages.
You might ask at the message board of Clan DLan (http://foros.clandlan.net/?showforum=3), they helped me with the translation of the Spanish Language-Pack for Gothic I (http://www.worldofgothic.com/dl/?go=dlfile&fileid=105).
Hi Nico. :)
Hmm... And they unless make modifications for Gothic? I'm about Spanish mods at all did not hear... :rolleyes:
In any case, I have gone there, to write the message... §thx :grinundwe
MfG MaGoth, WoG.ru - Community.:gratz
Hmm... And they unless make modifications for Gothic? I'm about Spanish mods at all did not hear... :rolleyes:Spanish has more native speakers (http://en.wikipedia.org/wiki/List_of_languages_by_number_of_native_speakers) than English - even if we never heard of any Spanish modifications for Gothic I/II... it cannot harm to translate the tools into Spanish :)
@NicoDE:
It and so it is clear... It is a pity just to people much, and Mods any. :(
At them in general Gothic - 1, 2, 2-NotR, it was published?
In any case I have already sent the message at them at a forum, we shall look as it will be.:)
MfG MaGoth, WoG.ru - Community.
Regards to the Community. :)
Well as, who will help be to translate a plug-in kerrax'a for 3Ds Studio Max 2009 on German language? For the Polish and Russian languages it is already created and in all it is tested. :)
Necessary files for translation in this message (http://forum.worldofplayers.de/forum/showthread.php?p=6006349&#post6006349).
Addition to translation.:
I want to write about my error, in other words, there are 3 comments:
1) I think I did not so clearly StringTable.txt. The initial file must be lang_ru\StringTable.tx, but not a lang_en\StringTable.txt. The format of every string in the file is: english string<TAB>russian string<ENTER> In other words, StringTable.txt sets translate from english to any other language for all buttons and for messages of plugins. So lang_en\StringTable.txt is empty. (translating from english to english is not needed), and all strings for translating are only in lang_ru\StringTable.txt.
I had written about it, but, as it seems, not so understandful.
In case of translating to German, you need to copy lang_ru\StringTable.txt in lang_de\StringTable.txt and then replace russian text to German in it.
2) Translating - is a work. And any work must be if not paid then at least thanksful. So if you are a translater, then insert you name and/or nick in files: *_about.rtf. (something about "Translated to German by...", in German of course).
3) And one more. After translating to German, it would be great to see a list of German internet resources about 3ds-modelling to Gothic series games, in AscExp_help.rtf, if you knows such, ofcourse in your language.
Ps. Also, the plug-in kerrax'a for 3Ds Studio Max 2009, was added with the improved version of the exporter/importer 3Ds files (mesh).
MfG MaGoth, WoG.ru - Community. :gratz
I'd like to ask if somebody wants to help with translating of kerrax's plugin into the English and German languages…
Did somebody make something?
about developing new versions of kerrax's plugins for GMax
I think it would be useful to develop plugins for GMax because GMax is freeware unlike 3D Studio Max. But capebilities of GMax is more lower than any last version of 3D Studio Max. Is it possible to use 3D Studio Max legally but without paying lots of money?
Hey
very nice, thank you very much
Icebox
Is it possible to use 3D Studio Max legally but without paying lots of money?
No, only a 30 Day Trial Version is a Legal way to use Max for free:(
I have released a new version of my plugins today. New features are:
1) Export of Morph Animation: ASC file generated by the exporter contains list of materials now (Earlier versions did not make it and it can produce fault in game).
2) Export of Dynamic Model: The exporter uses prefixes to determine type of each exported object. These prefixes are "BIP", "ZS_", and "ZM_". As a result of this change you can use any object of 3D Studio Max for bones (splines, for example).
3) Import of Dynamic Model: The importer now will lock vertex assignments. You can view and edit these vertex assignments with the "Type in Weights" button (at the "Vertex-Link Assignment" rollout of Physique modifier).
4) 3DS Max 2009 support.
The following links are for download.
KrxImpExp for 3d Studio-max 5 (http://mod.worldofgothic.ru/file_download/81)
KrxImpExp for 3d Studio-max 6-8 (http://mod.worldofgothic.ru/file_download/82)
KrxImpExp for 3d Studio-max 9-2008 (http://mod.worldofgothic.ru/file_download/83)
KrxImpExp for 3d Studio-max 2009 (http://mod.worldofgothic.ru/file_download/84)
No, only a 30 Day Trial Version is a Legal way to use Max for free:(
30 day to use 3DSMAX5, 30 day to use 3DSMAX6, 30 day to use 3DSMAX7, 30 day to use 3DSMAX8, 30 day to use 3DSMAX9, 30 day to use 3DSMAX2008, 30 day to use 3DSMAX2009, half of year total :)
Schattenlord34
18.06.2008, 12:19
awesome
big thx kerrax
what about a full zen im/exporter for 3ds max
so that everything concerning the look (vobs etc.) can be made using max
that could be a very cool feature i think
and if you want to do that, i'm here to help you^^
what about a full zen im/exporter for 3ds max
so that everything concerning the look (vobs etc.) can be made using max
that could be a very cool feature i think
and if you want to do that, i'm here to help you^^
About zen exporter: Why do you need in it? I think you can make your worlds (inserting vobs, setting their parameters, etc.) with Spacer.
About zen importer: Do you want to produce movies with 3D Studio Max?
Schattenlord34
18.06.2008, 16:20
your seccond point is my major concern
cause you have to rebuilt the whole vobsettings in max when you want to make rendersequences
your seccond point is my major concern
cause you have to rebuilt the whole vobsettings in max when you want to make rendersequences
I think we will able to patch Gothic executable to insert new marvin command which will write ASC file containing the current location.
Schattenlord34
19.06.2008, 12:35
that would be awesome
tell me if you need help
Demonium
14.09.2008, 18:23
Hi there...I downloaded kerax importer/exporter for 3ds max 2009
But there is a small problem...I want to add 2 ASC models into one scene and i cant do that. Because the one is replacing the other. Is there any solution?
Thanx a lot...
And nice work you have done with the tools...:)
EvilTwin
14.09.2008, 19:26
why dont you load each asc into a different scene and merge these two together?
Demonium
14.09.2008, 22:57
why dont you load each asc into a different scene and merge these two together?
How? :scared:
I need both NPCs into the same scene to make an animation were the one grabs the other...I just want them in the same scene so that i can calculate the animations...
I dont want the NPCs to make different movements at different frame rate and from a distance from each other. They need to be close and at the frame 20 for example, the hand of the one must meet the neck of the second one for example...;)
EvilTwin
14.09.2008, 23:40
oh^^
what i wanted to say is import one model into max save it to a file
then open up a new scene import the 2. asc and go to file/merge
there you select the file you just saved and the two will be merged together to one scene ;)
worked fine for me^^
http://bildupload.sro.at/a/images/2-ascs-merged.jpg
Demonium
15.09.2008, 12:34
Yes it works...Thanx a lot...I thought it wouldnt work because i had also the bones on both models, but i changed the names of the bones to the one NPC and it works...Sweet...:)
Thanx a lot...
Huntelaar
15.09.2008, 12:42
Is there also a version without a Day-Trial, but with not so much features?
Is there also a version without a Day-Trial, but with not so much features?
I am not sure that the following is true. But Link removed states that you can buy the 100% full working legal version of 3DS max 2009 at the price of 70 dollars. I think it's cheap.
Sumpfkrautjunkie
22.09.2008, 21:30
I removed that link, because this site seems not to be legal.
I mean: Software that costs over 1000$ and over 100$ in a version for students is sold for less than 100$.
And the reasons they give in the FAQ for the low prices are incredible.
Moreover they have no real contact information.
I removed that link, because this site seems not to be legal.
Yes, now I see, you are right. Besides they are in Belarus. My guess it is a scam but they are trying to look legal. I regret.
jesus123
05.10.2008, 18:08
[...]KrxImpExp for 3d Studio-max 2009 (http://mod.worldofgothic.ru/file_download/84)[...]
hm... i can't get on with this link. can you get it or is it broken?
Nope doesn't work for me too.
@jesus123, repT|Le:
Until the site is closed, the later will work, but still add files in the attachment. ;)
In attachments:
KrxImpExp-max5-Jun-18-2008.exe
KrxImpExp-max6,-Jun-18-2008.exe (and max-7,8)
KrxImpExp-max9-Jun-18-2008.exe (and max-2008)
KrxImpExp-max2009-Jun-18-2008.exe
MfG MaGoth, WoG.ru-Community. :gratz
jesus123
06.10.2008, 12:47
@jesus123, repT|Le:
Until the site is closed, the later will work, but still add files in the attachment. ;)
In attachments:
KrxImpExp-max5-Jun-18-2008.exe
KrxImpExp-max6,-Jun-18-2008.exe (and max-7,8)
KrxImpExp-max9-Jun-18-2008.exe
KrxImpExp-max2009-Jun-18-2008.exe
MfG MaGoth, WoG.ru-Community. :gratz
thanks very much:gratz
horrorente
15.11.2008, 11:59
Hey. Today I recognized that none of these Plugins work on Max 64bit. Will there be a solution in near future..?
Cheers...
Hi,
i followed this instruction:
The animation of mesh usually remains in several ASC- files: one file stores the initial mesh (example: ORC_HEADWARRIOR.ASC - the head ork - soldier), and rest - strictly animation (example: ORC_HEADWARRIORTALK.ASC - the head of the speaking ork - soldier). It is at first necessary to import initial mesh, then - one of its animations.
So i imported HUM_HEAD_PONY.ASC and then HUM_HEAD_PONY_EAT.ASC (the animation) since i want to make a new head mesh by changing an old one. But nothing apart from the mesh really appears. (I changed the number of polies so i need to correct the animations too.)
http://www.shrani.si/t/21/9W/xoSwlaK/screenshot11.jpg (http://www.shrani.si/?21/9W/xoSwlaK/screenshot11.jpg)
Hi,
Today I recognized that none of these Plugins work on Max 64bit.
Yes, all released versions are for 32-bit 3ds max only.
Will there be a solution in near future..?
I am depeloping 64-bit version. Please wait week or two.
The animation of mesh usually remains in several ASC- files: one file stores the initial mesh (example: ORC_HEADWARRIOR.ASC - the head ork - soldier), and rest - strictly animation (example: ORC_HEADWARRIORTALK.ASC - the head of the speaking ork - soldier). It is at first necessary to import initial mesh, then - one of its animations.
All is correct. But there is an addition: asc file with initial mesh must have a mesh with the same number of vertices and the same number of faces as .asc file with strictly animation have. And if number of vertices or number of faces in the current max scene are different from them in .asc file with morph animation, then the importer will not able to import the .asc file.
Dead Frank
10.12.2008, 12:19
All is correct. But there is an addition: asc file with initial mesh must have a mesh with the same number of vertices and the same number of faces as .asc file with strictly animation have. And if number of vertices or number of faces in the current max scene are different from them in .asc file with morph animation, then the importer will not able to import the .asc file.
Yeah, that's right. Then there's an error-message. But the problem is, that reptile has imported the original Headfiles, there's not any change of the vertices/polys/animations/mesh and so on. These files work perfectly ingame but if he tries to open them in 3dsmay he just sees the mesh-ASC, not any of the animations (screenshot above)
Hope you can help ;)
But the problem is, that reptile has imported the original Headfiles, there's not any change of the vertices/polys/animations/mesh and so on. These files work perfectly ingame but if he tries to open them in 3dsmay he just sees the mesh-ASC, not any of the animations (screenshot above)
I've tested this on 3ds max 2009 just now. I've reset scene, import "hum_head_pony.asc", and import "hum_head_pony_eat.asc". The first my screen is exactly as screenshot that repT|Le had shown. But when I've moved time slider to frame 1-5, I've seen how vertices of the "zm_morph" object move. And whether repT|Le tried to select the "zm_morph" object? On screenshot above it is not selected. I mean 3ds max displays animation keys of selected objects in the bottom of its screen.
Hi Kerrax, we were successful later with that. Thanks for your help!
I'd like to take the opportunity and ask if this is the correct way to change a head mesh with it's anis:
1. import: HUM_HEAD_PONY.ASC
1.1 import: HUM_HEAD_PONY_EAT.ASC
1.2 change the mesh by my liking
1.3 export HUM_HEAD_PONY_new.ASC
1.4 export HUM_HEAD_PONY_EAT_new.ASC
2. reset
3. import HUM_HEAD_PONY.ASC
3.1 import HUM_HEAD_PONY_EMOTIONS.ASC
... repeat the above ...
Since, if I don't reset and import the original (unchanged) model, the next animation won't import. The thing that makes me believe this is not the correct way is that each time you would need to make the exact same changes to the mesh.
I am really a noob with animations =)
I defer release of 64bit version of my plugins. Before I wish to develop universal (3ds max+gmax+?) version of my plugins (the work is in progress). I think this universal version will be useful. And I think I will able to release the universal version of my plugins in the end of January of the next year. 64-bit version I'm going to release at the same time.
Screenshots :)
1 (http://img517.imageshack.us/my.php?image=dragoningmaxwl8.jpg) 2 (http://img411.imageshack.us/my.php?image=shipingmaxfv5.jpg)
Hi Kerrax (& everybody else ;) ),
the user Baltram (also here on wog) and me are currently developing an import/export tool for gmax which works only with the available maxScript functions in gmax. That means it could be used by almost any version of 3dsmax as well, only the max versions released before gmax could produce problems - but I don't know anyone out there using them :). The import script is already working correctly (both rigged meshes and morphmeshes, as well as animations for both) with anything I've tested it with.
Since I wrote most part of the import script and Baltram previously wrote and published an .asc-exportscript for rigged meshes, I'm currently waiting for him to implement a morphmesh-Export. All the exporting for gmax has to be done through the Listenerwindow because afaik no regular exporters apart from official ones are allowed.
The import/export manager for gmax will include another nice feature for rigged meshes and the .3ds-importscript by NicoDE. We try to make the installation and usage as easy as possible, i.e. about or less than 10 klicks until you've done all of that.
Just to let you know so you don't have to spend extra time on writing scripts for gmax ;).
Attached you'll find an example of how the tool will look like.
Your tool looks very nice btw :). Are you using the listener as well or have you been able to convert your tools directly?
Hi DJonnyS & Baltram,
the user Baltram (also here on wog) and me are currently developing an import/export tool for gmax which works only with the available maxScript functions in gmax. That means it could be used by almost any version of 3dsmax as well, only the max versions released before gmax could produce problems - but I don't know anyone out there using them . The import script is already working correctly (both rigged meshes and morphmeshes, as well as animations for both) with anything I've tested it with.
I didn't know about your work on gmax plugins. We have done the same work twice, independently of one another.
Are you using the listener as well or have you been able to convert your tools directly?
I have written an external program (in C++) which reads the listener window and performs commands.
Just to let you know so you don't have to spend extra time on writing scripts for gmax .
Let me give some explanation. Source code of my plugins is currently contains the following parts:
80% - common code, which is independent to particular 3D Editor. This generic code is the same for 3ds max, gmax, Blender, Cinema4D, and so on.
10% - 3ds max specific code, which is needed to compile 3ds max plugins.
10% - gmax specific code, which is needed to automatically create (by batch file) gmax plugins.
It's not required extra time for me to make plugins for gmax, because gmax specific code has been already written. 3ds max specific code is also completed. Common code is not completed yet. So I think the Gothic community will get two independently developed versions of plugins for gmax. Two versions are better than one version ;). Or we can consolidate our energies and make the single version of plugins better and sooner. (2DJonnyS & Baltram: What do you think about it?)
UPD: I have corrected the first sentence of this message.
Schattenlord34
02.01.2009, 21:44
Hey Kerrax,
I just wanted to know, wheter you have implemented other IK-Solver types in your exporter? For example Spline IK Solvers or IK Limb Solvers.
Because i need to animate tentacles and therefore Spline IK Solvers would be very usefull...
@Schattenlord34: Only the position and rotation are saved in an .asc-animation-file. The exporter is not mainly interested in how the position of a bone is changed, only that it is changed. In the .asc-files there is a a position and a rotation info for every frame, so that Gothic simply reads it in every frame instead of calculating it with IK Solvers/Constraints/etc. :)
If you want I can explain this more detailed in German as well. I just wanted to keep the thread English :p.
Of course you can animate tentacles, just try it ;)
Schattenlord34
03.01.2009, 00:07
The reason i'm asking is, i tried other IK Solvers than the standard HI Solver and they didn't work in gothic. I know that only the rotation and position is stored in the asc file, but other IK Solvers caused problems. I tried this with tentacles about 3 years ago und the monster and everything else moved forward, but the tentacles didn't move. So there has to be a problem with the interpretation of the position when using other Ik Solvers.
I didn't have any doubts that i cannot animate tentacles.
But i always look for possibilities that make life easier and i don't want to waste my time rotating every single bone just to get a fluid wavy movement.
Ah, I see. But isn't it possible to bake animations in 3dsmax? That would at least be a little workaround.
Schattenlord34
04.01.2009, 19:56
Ok i got this tentacle animation to work. But the next problem occured.
Here's an image of my problem.
On the left side, you can see the tentacles in max, and on the right sight, the tentacles in Gothic... somehow distortet.
http://img99.imageshack.us/img99/6046/weirdlookzv7.jpg
What do you mean distorted? The right one is better imo, if you mean that the red things are the tentacles.
It is weird though, everything else is right on spot, but the tentacles seem to not only being smoothed out, but also gained some polygons, especially the "lump" at the end. Are you sure it's the same model? :)
Schattenlord34
04.01.2009, 22:47
It's exactly the same model and the overall distortion is due to gothic's FOV.
But the real Problem is the tip of the tentacles. I've got this problem with every tapered spikes. The only way to avoid this, ist to simply link the spiky meshs directly to the bones without using a physique modifier. But in this case, i won't work cause i need the tentacles to be rigid.
Any ideas?
This is really interesting, and although I don't have much knowledge in animating, I'd really like to see the wireframe of the tentacles...
Good luck anyways :)
Schattenlord34
04.01.2009, 23:28
There we go
http://img206.imageshack.us/img206/4670/tetwirehs1.jpg
Can you please make an in-game screenshot of the model in wireframe mode (console command: zRMode WMat or zRMode Wire).
Schattenlord34
05.01.2009, 12:35
Ok guys... that's very weird
It seems like every object, that is linked to the bones using a softskin modifier (physique) has doubled it's vertex count... like a meshsmoothmodifier had been applied to this objects
http://img530.imageshack.us/img530/6457/axmeshsmoothuq3.jpg
Edit:
"Error" located
zSubdivSurfacesEnabled=1
in the gothic.ini was set to 1.
Do you know what ist default there?
Any experiences with that?
The default should be 0 (false).
BTW, you can toggle it at runtime with the console command zToggle PMeshSubDiv.
ps: It might be a problem with the difference between the normal and the edge vectors (if the difference is too big, the engine doesn’t subdivide the triangle - this seems to be the case for the end of the "spikes"). Adding a small triangle at the end might be a workaround for that problem...
Schattenlord34
05.01.2009, 15:03
Ok thx. Is there any use of this command?
I mean the only thing i could imagine is when you run through dynamic lights, for a more detailed spread of the lights
@Nico du you know why the "T_FistRunL_2_FistRun" Ani doesn't appear ingame? No matter if it's a monster or the hero? Seems like the engine doesn't know this animation
Is there any use of this command?No, just for testing your models with enabled/disabled "automatic subdivision" without restarting the game.
If your model is "subdivision-aware", it might look more detailed in the game. However, the user has to be aware of the INI option or console command ;)
du you know why the "T_FistRunL_2_FistRun" Ani doesn't appear ingame?off topic... If I would have a guess, I would say there is no point in the game where the "legs" have to be swapped while running (i.e. the model is running with the "standard" (left) or the "alternate" (right) "run" animation and there is no need for a transition - transitions are only required to reach another animation "state").
Player140
06.01.2009, 12:16
Subdivision also causes problems on bigger Monsters like the Dragons. I have also problems with subdivision on one of my own new bigger sized monsters, sometimes the bigger sized ones are invisible with subdivision activated :dnuhr:
Hey. Today I recognized that none of these Plugins work on Max 64bit. Will there be a solution in near future..?
Cheers...
I want to install 64bit Max too, since I have 4GB of ram and for above 3GB is recommended to install a 64bit OS.
So I am wondering, will it work if I import a 3ds on my notebook with 32bit Max and save to a .max file, to later open it on my 64bit platform?
jesus123
09.01.2009, 16:40
I want to install 64bit Max too, since I have 4GB of ram and for above 3GB is recommended to install a 64bit OS.
So I am wondering, will it work if I import a 3ds on my notebook with 32bit Max and save to a .max file, to later open it on my 64bit platform?
it should work, cause it's just the exporter that doesn't work with the 64bit version. a .max-file is a .max-file and therefore valid in both versions.
horrorente
10.01.2009, 13:12
Hi. I have another Question, sadly your answer probably is no but to ask doesnt cost anything.:)
Would it be probably to rig the characters with the skinmodifier? The skinmodifier makes the work so much faster and is much easier to use. ;)
Cheers...
I think I can already answer that question horrorente:
Since there is no physics modifier in gmax, the gmax import will have to have a skin modifier - unfortunately it is not available yet. However, I developed a script based importer for gmax that should work on max as well (little self-advertisement). It's currently in open beta phase so you can download it here (http://forum.worldofplayers.de/forum/showthread.php?t=521249).
horrorente
10.01.2009, 21:05
Hey thanks, I will trie it later. Do this script also work on max x64?
Well, difficult to say - I neither have Max nor a 64Bit computer :dnuhr:. Since it's based on Maxscript it basically should (as long as MaxScript didn't change).
Player140
11.01.2009, 03:40
As far as i know (from schattenlord) Skin modifier for gothic worked until 3ds Max 4 with an old asc exporter for Gothic. I allready tried to use the skin modifier in Max 7 and 9 with kerrax export but it didn't worked, so I had to do the whole thing again with physique :rolleyes:
In this case you could've tried Baltram's listener exporter for gmax. It prints an .asc-File in the listener window. Kerrax, Baltram and me agreed that it's best to have alternatives for import and export to provide for better flexibility if one alternative lacks compatibility.
Partial release
This is not a final release, and I'm going to continue work on the plugins. I decided to make this intermediate partial release, because I think it will be good to allow modders to start to use the new version. There are lots of differences between this new version and the old version; in fact, I've totally reconstructed my plugins.
Features:
1) Installer is temporarily disabled. The installation can be done by simple copying the archive's contents to the folder with 3ds max installed. The plugins require Microsoft Visual C++ Redistributable (x86) to work, which can be freely downloaded from the official Microsoft site (about 4 MB). The plugins for 64-bit 3ds max require both Microsoft Visual C++ Redistributable (x86) and (x64).
2) Multilingual support is temporarily disabled too.
3) This version of plug-ins does not replace the previous version, and it's installed in addition to the previous version. I.e. the previous version can be used with the 3ds max'es main menu (File-> Import and File-> Export), and this new version can be used with the "Utility-> KrxImpExp" panel.
4) gmax and 3ds max 64-bit are supported.
5) After installing of the plugins for gmax, run KrxGMaxExtender.exe instead of gmax.exe
6) The license of my plugins was changed to GNU Public License. The source code can be downloaded.
Links:
Import/export plugins for gmax (http://krximpexp.svn.sourceforge.net/viewvc/krximpexp/release/KrxImpExp-partial-release-gmax.zip)
Import/export plugins for 3ds max 5 (http://krximpexp.svn.sourceforge.net/viewvc/krximpexp/release/KrxImpExp-partial-release-max5.zip)
Import/export plugins for 3ds max 6-8 (http://krximpexp.svn.sourceforge.net/viewvc/krximpexp/release/KrxImpExp-partial-release-max6-8.zip)
Import/export plugins for 3ds max 9-2008 (http://krximpexp.svn.sourceforge.net/viewvc/krximpexp/release/KrxImpExp-partial-release-max9-2008.zip)
Import/export plugins for 3ds max 9-2008 (x64) (http://krximpexp.svn.sourceforge.net/viewvc/krximpexp/release/KrxImpExp-partial-release-max9-2008-x64.zip)
Import/export plugins for 3ds max 2009 (http://krximpexp.svn.sourceforge.net/viewvc/krximpexp/release/KrxImpExp-partial-release-max2009.zip)
Import/export plugins for 3ds max 2009 (x64) (http://krximpexp.svn.sourceforge.net/viewvc/krximpexp/release/KrxImpExp-partial-release-max2009-x64.zip)
Source Code (in C++) (http://krximpexp.svn.sourceforge.net/viewvc/krximpexp/release/KrxImpExp-src.zip)
horrorente
24.01.2009, 11:38
Thanks, I will trie it tomorrow:gratz§wink
Hi Kerrax,
I downloaded and unpacked the 2009 x64 archive.
When I run Max I get this error :)
Player140
24.01.2009, 16:00
Did you consider the following Jammer?
The plugins require Microsoft Visual C++ Redistributable (x86) to work, which can be freely downloaded from the official Microsoft site (about 4 MB). The plugins for 64-bit 3ds max require both Microsoft Visual C++ Redistributable (x86) and (x64).
EvilTwin
24.01.2009, 16:35
i got an error with the 2009 x86 script
everytime i try to click the 3ds-import-button this warning appears
http://bildupload.sro.at/a/images/3dsimport-error.jpg
it also shows line 2638 of the krx3dsimp.ms-script
I downloaded and unpacked the 2009 x64 archive.
When I run Max I get this error :)
The error 14001 means that your system couldn't find some DLL's.
Yes, I have both.
You installed Microsoft Visual C++ 2005 Redistributable.
Try to install Microsoft Visual C++ 2008 Redistributable x86 SP1 (http://www.microsoft.com/Downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en) and Microsoft Visual C++ 2008 Redistributable x64 SP1 (http://www.microsoft.com/Downloads/details.aspx?familyid=BA9257CA-337F-4B40-8C14-157CFDFFEE4E&displaylang=en).
The error 14001 means that your system couldn't find some DLL's.
You installed Microsoft Visual C++ 2005 Redistributable.
Try to install Microsoft Visual C++ 2008 Redistributable x86 SP1 (http://www.microsoft.com/Downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en) and Microsoft Visual C++ 2008 Redistributable x64 SP1 (http://www.microsoft.com/Downloads/details.aspx?familyid=BA9257CA-337F-4B40-8C14-157CFDFFEE4E&displaylang=en).
Thank you!
I first installed the x64 v2008 and it works like a charm, tried exporting and importing. I guess only the x64 is necessary.
This is great! :)
i got an error with the 2009 x86 script
everytime i try to click the 3ds-import-button this warning appears
http://bildupload.sro.at/a/images/3dsimport-error.jpg
it also shows line 2638 of the krx3dsimp.ms-script
I didn't see this error on my system. Maybe we are using different subversions of 3ds max 2009...
Are you using trial or bought version of 3ds max 2009?
Try the following:
Exit from 3ds max and run it again, don't press any buttons in the "KrxImpExp" panel,
but open the "MAXScript Editor" and "MAXScript Listener" windows.
Type to the "MAXScript Editor" the following script:
classOf(GetFileName)
classOf(SetFileSize)
classOf(GetFileSize)
struct A(function GetFileName=0)
struct B(function SetFileSize=0)
struct C(function GetFileSize=0)
"end_of_script"
Evaluate it (Ctrl+E) and look at the "MAXScript Listener" window.
I have got this result. And you?
EvilTwin
24.01.2009, 19:27
exactly the same result
http://bildupload.sro.at/a/images/maxscript.jpg
exactly the same result
http://bildupload.sro.at/a/images/maxscript.jpg
It's strange. There are two functions defined in the Krx3dsImp.ms script file about line 2638: GetFileName and SetFileSize. And the error that you wrote means: "The script is trying to define function with reserved read-only name." But you have done the previous test that showed that the names GetFileName and SetFileSize have UndefinedClass, i.e. these names are not reserved by system.
Did you see this error immediately after you pressed the "Import 3DS button", didn't you?
May be there are other things that caused the error... Did you try to exit from 3ds max, run it again, and press "Import 3DS" button on clean scene?
EvilTwin
24.01.2009, 22:45
right after starting max i pressed one of the buttons and immediately the script with the marked line and the error shows up
the strange thing is when i close the error message and the script and press one of the buttons again just the error-sound can be heard :dnuhr:
i dont know if its a big deal but i put my command pannel and the toolbar on my second screen
i got an error with the 2009 x86 script
everytime i try to click the 3ds-import-button this warning appears
http://bildupload.sro.at/a/images/3dsimport-error.jpg
it also shows line 2638 of the krx3dsimp.ms-script
I think I've fixed the error. And I guess you wanted to say "line 2683". I uploaded a new version of my plugins. Look at my post #73 (http://forum.worldofplayers.de/forum/showthread.php?p=8348992#post8348992) for links to download.
Player140
25.01.2009, 13:27
I uploaded a new version of my plugins. Look at my post #73 (http://forum.worldofplayers.de/forum/showthread.php?p=8348992#post8348992) for links to download.
Did you also re-upload the source code? Perhaps you can add an edit note for these who already downloaded the plugins ;)
EvilTwin
25.01.2009, 14:15
now it works just fine
thx :)
Did you also re-upload the source code?
Yes, of course. :)
Perhaps you can add an edit note for these who already downloaded the plugins ;)
I fixed the error described by EvilTwin only. This is a single change that I made.
Lord Hagen®
28.01.2009, 21:54
All the links don´t run. Always the same error. Can you please check your URLs, Kerrax?
Visit the project site for downloads...
http://krximpexp.sourceforge.net/
Visit the project site for downloads...
http://krximpexp.sourceforge.net/
That's right. I've uploaded a new version just now. One bug with asc file import was fixed. Also I created and uploaded five video-tutorials describing new features of my plugins. I think it will be useful.
More direct link to the download page:
https://sourceforge.net/project/showfiles.php?group_id=249458
Hello Kerrax,
I found something that looks like a bug.
It seems in some occasions the exporter doesn't write any material info and Spacer gives me this error:
http://www.shrani.si/f/1Y/TK/1YU3fYiC/screenshot17.jpg
If I use my Material Scanner tool (or just open the 3ds file with notepad++), no material entries are to be found, expect at the end (but not in the material header at the begining).
When I try to import the 3ds file back into max (using you plugin), it also fails saying:
http://www.shrani.si/f/3S/Gr/2OF1B4qB/screenshot19.jpg
The texture really isn't on the drive (I renamed it), but why should that prevent me from importing :)
However, both the import and the export work with the vanilla meshes, where all materials are on the drive. I can also open them in Spacer. So I guess the problem occurs only when you have some materials defined in Max for which the diffuse texture is not available?
(I am using Max 2009 64bit)
Hello Jammer,
I found something that looks like a bug.
Are you using the last release of my plugins (post #91 in this thread)?
The texture really isn't on the drive (I renamed it), but why should that prevent me from importing :)
I didn't plan to prevent you from importing meshes with unaccessible textures. I need reproduce the bug described by you at my computer to fix it. Can you give me a 3ds max scene (.max file) which gives you error in Spacer after you export it to .3ds file and then import it in Spacer?
Well I got to admit, I did not consider this to be the problem since you said you only fixed the asc problem :P
This changed things somehow. It seems my terrain mesh was not the problem, but some other object.
By selecting every object and trying to export, I get this blank error:
http://www.shrani.si/f/2W/I4/298m5H4B/screenshot25.jpg
So I tried narrowing it down and I found this bridge to be the problem:
http://www.shrani.si/f/2O/F2/169rQkMM/screenshot24.jpg
But I don't know why would it give trouble to the exporter... It's just a normal editable poly :)
http://www.shrani.si/f/2f/Br/4UWurpjT/screenshot26.jpg
I am sending you a private message with a link to the max file, maybe it comes in handy to troubleshoot the problem :)
2Jammer:
My exporter expected a material assigned to a mesh to be
1) a standard material. There is used a diffuse texture.
OR
2) a multi material that contains a list of standard materials.
Multi materials that contains other multimaterials are not supported.
You assigned to object "ropebridge" a material named "Material #1472", which is a multimaterial. And you assigned material "IceRegion" to the fourth submaterial slot of material "Material #1472". But material "IceRegion" is a multimaterial again! I guess it is a reason of this incorrect exporting. You can see at the attached picture the short script displaying all the materials assigned to an object and the results of its work.
Dead Frank
08.02.2009, 16:40
Houston (which means Kerrax), we got a Problem.
I'm using max version 9 and recently while exporting ASCs I recognized that there's no way to export the dummy-objects too. Which is a real problem.
Everytime I import a monster-mesh, the list of objects says of course "Zm_"-objects, "Bip-"-objects, "Zs_objects" and then the dummies. ("dummy 1, dummy2..."). Honestly I never thought they were that much important, but I thought there's gotta be a reason that every monster has them.
Now I know why:
If I import a scavenger (for testing where the problem is, I didn't even make any changes, I just imported and exportet the same ASC) there are the dummies. They are attached at some certain links. If I export it again, the dummies are gone.
But here's the deal: The links they were attached to are also gone. I made screenshots (I'll ulpoad them, but currently my internet's lame) for a better view:
In the original ASC which I have imported there's for example 3 link-points in the foot of a scavenger-model.
One of them has a dummy attached on it.
Now if I export it and import it again, there are only 2 link-points in the foot, the one who lied next to the toes is gone.
And that causes some serious problems: These 2 or 3 missing links destroy the whole mesh, every animation (if I import an animation or tets it ingame) is completely distorted at the points where the dummies used to be.
I also opened the ASCs of the original and the exported version manually with a texteditor: They were both the exactly same, just the dummies were missing in the exported version.
Well, there's gotta be a solution, or else it would be impossible to make some changed versions of already existing monsters.
... But if I think about it I actually never saw changed versions of original-gothic-monsters in any mod (released or still in progress)...
I hope there's some way to fix it. Thanks for your answer ;)
Hello Dead Frank,
I'm using max version 9 and recently while exporting ASCs I recognized that there's no way to export the dummy-objects too.
...
If I export it again, the dummies are gone.
Yes. The last "final" version of my exporter (released at June 18, 2008) doesn't write dummies to .asc file.
And that causes some serious problems: These 2 or 3 missing links destroy the whole mesh, every animation (if I import an animation or tets it ingame) is completely distorted at the points where the dummies used to be.
That importer for 3ds max cannot import asc file without dummies correctly because the Physique modifier requires dummies for its normal work. But as far as I know a model without dummies works correctly in game.
I have done the following test. I imported sca_body.asc and export it again without any changes. The dummies have gone exactly as you wrote. BUT: Then I copied sca_body to folder "_work\data\anims" and deleted file "_work\data\anims\sca_body.mdm" (it's necessary to delete old .mdm file to make Gothic recompile the model). I ran Gothic II and inserted scavenger, exited from Gothic II, ran it again and inserted scavenger again. The scavenger looks excelently, it can run and attack - all animations work.
... But if I think about it I actually never saw changed versions of original-gothic-monsters in any mod (released or still in progress)...
Schattenlord34 had done something like this. But afaik his mod is not released yet.
Dead Frank
08.02.2009, 20:25
Schattenlord34 had done something like this. But afaik his mod is not released yet.
Oh yes, the Goblin who's riding on a Molerat, I forgot that one :p
Thanks, I just loaded tons of animations into the scene to test and thought it would be the same ingame.
I'll try immediately ;)
Your Link doesn't work anymore §cry
horrorente
07.03.2009, 18:22
---------------------------
Kerrax 3DS Importer
---------------------------
Could not open file for read.
File path: "C:\Users\horrorente\AppData\Local\Autodesk\3dsmax\9 - 64bit\enu\plugcfg\KrxImpExpDlgOutput.bin".
---------------------------
OK
---------------------------
Hey. Iv got this errormessage, when trying to import or export a gothic.3ds in my max9 - 64bit
Could anyone help me...?
Thanks...
******** Beta Release ********
I've released a new version of my plugins.
Change list:
1) full support of 3ds max and gmax. All operations are implemented now: import and export, 3ds and asc;
2) equally support of the "Skin" and "Physique" modifiers. You can export a model with the "Skin" modifier and import as "Physique". Or vice versa.
3) easier user interface of the asc exporter ;)
4) automatic installer and multilingual support (Who wants to translate into German?) came back;
5) short help was written;
6) several bugs were fixed, lots of small improvements were made.
See the project page:
http://krximpexp.sourceforge.net
for download links.
I recognized that there's no way to export the dummy-objects too.
The last version of my asc exporter has an option: export dummies or not. By default it will be export them. However AFAIK there are only three classes of objects which have significance for the game: slots (ZS_*), meshes (ZM_*), and bones (Bip01*).
Your Link doesn't work anymore §cry
And now?
---------------------------
Kerrax 3DS Importer
---------------------------
Could not open file for read.
File path: "C:\Users\horrorente\AppData\Local\Autodesk\3dsmax\9 - 64bit\enu\plugcfg\KrxImpExpDlgOutput.bin".
---------------------------
OK
---------------------------
Have you full access right (for write and read) for folder "C:\Users\horrorente\AppData\Local\Autodesk\3dsmax\9 - 64bit\enu\plugcfg"? I mean it can be a reason of this error if you haven't it.
horrorente
08.03.2009, 14:57
Hey. I tried it with the exporter you released today and now it works. But when I start max, I get some errors like this:
---------------------------
Loading DLLs
---------------------------
DLL <F:\3D Studio Max X64\stdplugs\0Krx3dsImp.dli> failed to initialize.
Error code: 14001 - Diese Anwendung konnte nicht gestartet werden, da die Side-by-Side-Konfiguration ungültig ist. Weitere Informationen finden Sie im Anwendungsereignisprotokoll.
---------------------------
OK
---------------------------
EDIT: okay, I fixed it by installing the vcredist...
Now there is just this error when starting: (can this error be there because I had installed the plugin before and doesnt uninstalled it...?)
---------------------------
Loading Plugins
---------------------------
Class <PhyExport> from <IPhysique.gup> has duplicate class ID: not loading.
This may be due to a duplicate plug-in path.
Continue showing this warning for other duplicates?
---------------------------
Ja Nein
--------------------------
you can ignore that failure
horrorente
08.03.2009, 16:07
ok. next error...
Everytime I export an kerrax.3ds, the Spacer says that the model has no material. This is on all objects... how can I face this porblem...? :)
EvilTwin
08.03.2009, 16:25
i got a few errors with the new version of the plugin
1. i exported my map to 3ds but it appearded all grey ... in max i put an multi/sub-material with 3 different rbg-colors on it (i tried both the maxscript and the c++ exporter)
2. after importing an asc model the command pannel and main toolbar disappear ( i unlocked them and put them onto my second screen )
3. after reactivating the command pannel i cant see any propertys of the objekt i selected (cant edit the objekts - cant see modifiers applyed ...). its like i havent selected anything.
i also tried both importers in this case
i hope you will fix these bugs :gratz
Now there is just this error when starting:
---------------------------
Loading Plugins
---------------------------
Class <PhyExport> from <IPhysique.gup> has duplicate class ID: not loading.
This may be due to a duplicate plug-in path.
This error causes because there are two files named "IPhysique.gup" on your system: one is from my installer (with full path 3ds max folder\plugins\IPhysique.gup) and one (I guess its full path is 3ds max folder\stdplugs\IPhysique.gup) which you had already before using my installer. I think I should fix my installer.
can this error be there because I had installed the plugin before and doesnt uninstalled it...?
My installer uninstalls any previous version automatically.
Everytime I export an kerrax.3ds, the Spacer says that the model has no material. This is on all objects... how can I face this porblem...? :)
Which version of my plugins are you using? The "File->Export" menu item or the "Export 3DS" button in the Utility tab? And try to import to 3ds max, export it again to .3ds file, and import to Spacer for a standard mesh (OldWorld\OldCamp.3ds, for example).
1. i exported my map to 3ds but it appearded all grey ... in max i put an multi/sub-material with 3 different rbg-colors on it (i tried both the maxscript and the c++ exporter)
There is only material's diffuse color used. This color is set inside the Material Editor. An object's color (which is displayed on the Command Panel near object's name) isn't used. You can import NewWorld\NewWorld_Xardas_01.3ds for example. There is a blue material without texture.
2. after importing an asc model the command pannel and main toolbar disappear ( i unlocked them and put them onto my second screen )
3. after reactivating the command pannel i cant see any propertys of the objekt i selected (cant edit the objekts - cant see modifiers applyed ...). its like i havent selected anything.
I undestood this problem and I'm going to fix this soon. But you can use the following workaround: import asc model, then save the scene into .max file, then exit from 3ds max, run it again, and load the previously saved scene. Or set "physique" to be used when importing.
EvilTwin
09.03.2009, 12:59
There is only material's diffuse color used. This color is set inside the Material Editor. An object's color (which is displayed on the Command Panel near object's name) isn't used. You can import NewWorld\NewWorld_Xardas_01.3ds for example. There is a blue material without texture.
in the spacer there are all 3 of my materials but all grey^^
in the last version of your plugin the colors were the same as in max, whitch was an easy way to put colors on the polys while mapping to get an overview of how the map will look like
oh now i get what your trying to say :D
of course i used the colours of the material not the objekt ^^
I undestood this problem and I'm going to fix this soon. But you can use the following workaround: import asc model, then save the scene into .max file, then exit from 3ds max, run it again, and load the previously saved scene. Or set "physique" to be used when importing.
okay that works so far :gratz
but a fix would still be great because the toolbars keep diappearing with every action of your new tools^^
and starting max takes some time
in the spacer there are all 3 of my materials but all grey^^
in the last version of your plugin the colors were the same as in max, whitch was an easy way to put colors on the polys while mapping to get an overview of how the map will look like
Can you please give me screenshotes (max scene, material editor, and spacer after importing) for better understanding of this problem?
P.S. Is anybody using 3ds max 7 or 8?
EvilTwin
09.03.2009, 13:42
okay here we go^^
http://bildupload.sro.at/a/thumbs/kerrax-beta1.jpg (http://bildupload.sro.at/a/images/kerrax-beta1.jpg)
the veiwport grabbed in max
http://bildupload.sro.at/a/thumbs/kerrax-beta2.jpg (http://bildupload.sro.at/a/images/kerrax-beta2.jpg)
material editor
http://bildupload.sro.at/a/thumbs/kerrax-beta3.jpg (http://bildupload.sro.at/a/images/kerrax-beta3.jpg)
spacer exportet with the "file->export"-plugin
http://bildupload.sro.at/a/thumbs/kerrax-beta4.jpg (http://bildupload.sro.at/a/images/kerrax-beta4.jpg)
and the error i get with using the exporter written in maxscript
Ice_Dragon
09.03.2009, 15:35
Kerrax ASC Importer
Unexpected token: "*MESH_MTLID".
Required an integer number here.
Line: 1538, column: 93.
File
Armor_Pal_H.asc
Error
*MESH_FACE 196: A: 117 B: 118 C: 119 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING *MESH_MTLID 6
When Add 0 to all*MESH_SMOOTHING how no number then
*MESH_FACE 196: A: 117 B: 118 C: 119 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 6
no Error.
horrorente
09.03.2009, 15:44
(...)
Which version of my plugins are you using? The "File->Export" menu item or the "Export 3DS" button in the Utility tab? And try to import to 3ds max, export it again to .3ds file, and import to Spacer for a standard mesh (OldWorld\OldCamp.3ds, for example).
(...)
I use the new betaversion.
I tried both ways, the Button in the Utilitiesmenu and File->Export. Both ways deleated my materials.
I will trie to import a mesh this evening, now I'm at the office. :)
Cheers...
EDIT: When I import a kerrax.3ds I got a grey model, but with this material:
http://img9.imageshack.us/img9/2609/materialz.jpg
It seems like the texturepath is broken but normaly Gothic should set the standarttexture on the model, when doesnt find the original... I don't udnerstand it.^^
Also the materialname is not the right one (before it was the same as the texture, but without the ".tga"
Another guy out of my team gets the same problem when he is exporting with max9.
Cheers...
******** Beta II Release ********
I released a new version. See the project page:
http://krximpexp.sourceforge.net for download links.
There are not new features. This is a completely bug-fix release.
UPD:
I haven't uploaded version of my plugins for 3ds max 7 and 3ds max 8 because I have trouble with making it. If you are using one of them please write me a private message to help me with making the plugins.
Now there is just this error when starting:
---------------------------
Loading Plugins
---------------------------
Class <PhyExport> from <IPhysique.gup> has duplicate class ID: not loading.
This may be due to a duplicate plug-in path.
Continue showing this warning for other duplicates?
---------------------------
Ja Nein
--------------------------
Fixed.
1. i exported my map to 3ds but it appearded all grey ... in max i put an multi/sub-material with 3 different rbg-colors on it (i tried both the maxscript and the c++ exporter)
Fixed.
2. after importing an asc model the command pannel and main toolbar disappear ( i unlocked them and put them onto my second screen )
Fixed.
Kerrax ASC Importer
Unexpected token: "*MESH_MTLID".
Required an integer number here.
Fixed.
When I import a kerrax.3ds I got a grey model
Where did you see the gray model? In 3ds max?
It seems like the texturepath is broken...
Do you mean that bitmap's filename is displayed without path, only name and extension? I guess you didn't setup texture external pathes in 3ds max. Click the "Render" button, then if you will see "Missing External Files" window, click the "Browse" button and add pathes to folder "<Gothic>\_work\data\textures" and all its subfolders.
Hi there, I´ve tested the 3ds Im-Export Funktions (i dont use asc for now).
So I start max9 and get the "Loading DLL" error for all of ure files "0Krx3dsExp.dle, 0Krx3dsImp.dli, 0KrxAscExp.dle, 0KrxAscImp.dli" and also the "IPhysique.gup" error.
But after starting and loading everything works fine!
Textures are now at the right place after import and exporting the mesh and i found nothing else besides the start failure.
Whatever Good Work!!
GreetZ
horrorente
10.03.2009, 11:33
So fine, I have no problems anymore. i just installed the new version and reexported, and now it works fine.... Thanks...:)
So I start max9 and get the "Loading DLL" error for all of ure files "0Krx3dsExp.dle, 0Krx3dsImp.dli, 0KrxAscExp.dle, 0KrxAscImp.dli" and also the "IPhysique.gup" error.
Did you see the second page of my installer? This page says that the Microsoft Visual C++ Redistributable Package 2008 is required for plugins to work.
But after starting and loading everything works fine!
Textures are now at the right place after import and exporting the mesh and i found nothing else besides the start failure.
GreetZ
I guess you used buttons "Import ASC...", etc. in the "Utility" tab of the "Command Panel". It's the second variant of my plugins, but the first variant may be more useful (read help topic "How to run the plugins" for details).
Did you see the second page of my installer? This page says that the Microsoft Visual C++ Redistributable Package 2008 is required for plugins to work.
Yes i already installed it before... and after deinstall an reinstall of the plugin it keeps up the failure
Yes i already installed it before... and after deinstall an reinstall of the plugin it keeps up the failure
Can you please give a screenshot of one of the error messages?
horrorente
10.03.2009, 13:44
The error 14001 means that your system couldn't find some DLL's.
You installed Microsoft Visual C++ 2005 Redistributable.
Try to install Microsoft Visual C++ 2008 Redistributable x86 SP1 (http://www.microsoft.com/Downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en) and Microsoft Visual C++ 2008 Redistributable x64 SP1 (http://www.microsoft.com/Downloads/details.aspx?familyid=BA9257CA-337F-4B40-8C14-157CFDFFEE4E&displaylang=en).
That will probably help you...:)
2Murdera:
I think you have installed unsuitable version of my plugins. I mean you should install x86 version of my plugins (KrxImpExp-max9-2008-x86-Mar-10-2009.exe) only to folder with 3ds max 32-bit, and x64 version (KrxImpExp-max9-2008-x64-Mar-10-2009.exe) only to folder with 3ds max 64-bit. I guess the problem in it.
ok bei der version "vcredist_x64" bekomme ich einen Fehler:
Extraction Failed "./intsall ist keine zulässige Win32-Anwendung"
Was ist denn da Los? :eek::D
EDIT: Big THX Kerrax now after Installing the x86 version everything is fine
EDIT2:@horrorente, sollte ich die "vcredist_x64" auch noch intstallieren oder brauche ich das nicht mehr?
EvilTwin
10.03.2009, 15:01
the colour bug is fixed =) thx
but the unlocked toolbars on the 2nd screen keep disappearing
anyway - great tool :gratz
the colour bug is fixed =) thx
but the unlocked toolbars on the 2nd screen keep disappearing
However now you can see properties of selected objects after importing, right?
Please give me details about the bug:
2. after importing an asc model the command pannel and main toolbar disappear ( i unlocked them and put them onto my second screen )
I need to reproduce the bug before I will able to fix it. How can I unlock command panel and main toolbar and put onto the second screen? Where can I find the second screen ;) ?
EvilTwin
10.03.2009, 16:40
your ritght ;) i can see the properties of selected objekts now =)
with second screen in mean my 2nd monitor
you can simply drag and drop the command pannel and main toolbar
with second screen in mean my 2nd monitor
you can simply drag and drop the command pannel and main toolbar
Yes, I have done it! My command panel and main toolbar disappeared!
The next question: how can I reactivate them back?
By the way, previously I used command panel and main toolbar in standard "locked" position and they didn't disappear.
UPD. I've found a way to reactive these disappeared panels: Customize->Revert to Startup Layout.
horrorente
10.03.2009, 21:00
(...)
EDIT2:@horrorente, sollte ich die "vcredist_x64" auch noch intstallieren oder brauche ich das nicht mehr?
Hast du nen 64bit Rechner? Kommen beim Start immernoch die Fehlermeldungen? Wenn nein, dann lass es so. :)
Cheers...
Nein ich habe kein 64bit system und nein die Fehler sind weg :D
Danke nochmal für die Hilfe ;)
Hi Kerrax,
cool that you finished the exporters even for gmax! :) I already used them successfully, but I think there's one problem with the script because exporting one file I always get an error like this:
Welcome to MAXScript.
MacroScript Gothic_Import
ButtonText:"Gothic Import"
Category:"Gothic"
Tooltip:"import meshes or animations"
Icon:#("Classic",71)
(
on execute do
(
fileIn (scriptspath+"Gothic3dsASCImporter.ms") quiet:TRUE
)
) 355
DOSCommand "ver"
FOpen "C:\\gmax\\PlugCFG\\KrxImpExpDlgInput.bin" "wb"
WriteString 2019259400 "3DSExporterDlgInput"
WriteString 2019259400 "C:\\gmax\\Scenes\\test.3DS"
WriteLong 2019259400 28 #unsigned
WriteString 2019259400 "zm_portale"
WriteString 2019259400 "zm_trees"
WriteString 2019259400 "zm_01"
WriteString 2019259400 "zm_temple_outer"
WriteString 2019259400 "zm_labyrinth"
WriteString 2019259400 "zm_temple_corridor"
WriteString 2019259400 "zm_Finalraum"
WriteString 2019259400 "zm_portal_final"
WriteString 2019259400 "zm_Portal_cave"
WriteString 2019259400 "zm_cave"
WriteString 2019259400 "zm_waterfall"
WriteString 2019259400 "zm_cliff"
WriteString 2019259400 "zm_mountains"
WriteString 2019259400 "zm_object01"
WriteString 2019259400 "zm_village"
WriteString 2019259400 "zm_Gras"
WriteString 2019259400 "zm_zenGin0"
WriteString 2019259400 "zm_Turm1"
WriteString 2019259400 "zm_Turm2"
WriteString 2019259400 "zm_orkbridgesupplies"
WriteString 2019259400 "zm_Saeulen"
WriteString 2019259400 "zm_Tor"
WriteString 2019259400 "zm_See"
WriteString 2019259400 "zm_sadtree"
WriteString 2019259400 "zm_Turmbruecke"
WriteString 2019259400 "zm_See_unterseite"
WriteString 2019259400 "zm_Stau"
WriteString 2019259400 "zm_Stau_unterseite"
WriteLong 2019259400 28 #unsigned
WriteString 2019259400 "zm_portale"
WriteString 2019259400 "zm_trees"
WriteString 2019259400 "zm_01"
WriteString 2019259400 "zm_temple_outer"
WriteString 2019259400 "zm_labyrinth"
WriteString 2019259400 "zm_temple_corridor"
WriteString 2019259400 "zm_Finalraum"
WriteString 2019259400 "zm_portal_final"
WriteString 2019259400 "zm_Portal_cave"
WriteString 2019259400 "zm_cave"
WriteString 2019259400 "zm_waterfall"
WriteString 2019259400 "zm_cliff"
WriteString 2019259400 "zm_mountains"
WriteString 2019259400 "zm_object01"
WriteString 2019259400 "zm_village"
WriteString 2019259400 "zm_Gras"
WriteString 2019259400 "zm_zenGin0"
WriteString 2019259400 "zm_Turm1"
WriteString 2019259400 "zm_Turm2"
WriteString 2019259400 "zm_orkbridgesupplies"
WriteString 2019259400 "zm_Saeulen"
WriteString 2019259400 "zm_Tor"
WriteString 2019259400 "zm_See"
WriteString 2019259400 "zm_sadtree"
WriteString 2019259400 "zm_Turmbruecke"
WriteString 2019259400 "zm_See_unterseite"
WriteString 2019259400 "zm_Stau"
WriteString 2019259400 "zm_Stau_unterseite"
WriteByte 2019259400 0 #unsigned
FClose 2019259400
DOSCommand "\"C:\\gmax\\KrxImpExp\\wxImpExpUI.exe\" \"C:\\gmax\\PlugCFG\\KrxImpExpDlgInput.bin\" \"C:\\gmax\\PlugCFG\\KrxImpExpDlgOutput.bin\" \"C:\\gmax\\PlugCFG\\KrxImpExpUI.cfg\""
FOpen "C:\\gmax\\Scenes\\test.3DS" "wb"
FClose 2019259400
FOpen "C:\\gmax\\PlugCFG\\KrxImpExpDlgInput.bin" "wb"
WriteString 2019259400 "MessageDlgInput"
WriteString 2019259400 "Kerrax 3DS Exporter"
FClose 2019259400
-- Error occurred in i loop
-- Frame:
-- argtempl: "%1"
-- i: 1
-- argpos: undefined
-- called in FormatMsg()
-- Frame:
-- msg: undefined
-- fmt: undefined
-- args: #()
-- called in ShowErrorBox()
-- Frame:
-- msg: undefined
-- title: "Kerrax 3DS Exporter"
-- currentException: ""
-- strarr: #()
-- fmt: undefined
-- args: #()
-- called in ShowMessageDlg()
-- Frame:
-- dlgInput: #TMessageDlgInput(__title:"Kerrax 3DS Exporter", __format:undefined, __arguments:#())
-- outputfile: #TFile(__stream:undefined, __name:"", __mode:"", __size:0, __pos:0)
-- dlgOutput: #TMessageDlgOutput()
-- title: "Kerrax 3DS Exporter"
-- inputFile: #TFile(__stream:undefined, __name:"", __mode:"", __size:0, __pos:0)
-- currentException: ""
-- structName: undefined
-- fmt: undefined
-- args: #()
-- called in ShowErrorDlg()
-- Frame:
-- title: "Kerrax 3DS Exporter"
-- currentException: ""
-- strarr: #()
-- fmt: undefined
-- args: #()
-- called in __Krx3dsExp()
-- Frame:
-- sceneAnalyzer: #TSceneAnalyzer(__sceneObjects:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __selectedObjects:#(), __sceneConvToMeshes:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __selectedConvToMeshes:#(), __sceneSlots:#(), __selectedSlots:#(), __sceneBones:#(), __selectedBones:#(), __sceneMeshes:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __selectedMeshes:#(), __sceneDummies:#(), __selectedDummies:#(), __scenePrefixes:#(""), __selectedPrefixes:#(), __uniquePrefix:"", __uniquePrefixGenerated:false, __fileObjects:#(), __fileSlots:#(), __fileBones:#(), __fileMeshes:#(), __fileDummies:#(), __prefixesForDynamicModelPrepared:false, __scenePrefixesForDynamicModel:#(), __selectedPrefixesForDynamicModel:#(), __prefixesForMorphMeshPrepared:false, __scenePrefixesForMorphMesh:#(), __selectedPrefixesForMorphMesh:#(), __objectsByPrefixPrepared:false, __prefixUsedToPrepareObjects:"", __objectsByPrefix:#(), __slotsByPrefix:#(), __bonesByPrefix:#(), __meshesByPrefix:#(), __dummiesByPrefix:#(), __modelHierarchyByPrefixPrepared:false, __prefixUsedToPrepareModelHierarchy:"", __modelHierarchyByPrefix:#TModelHierarchy(__modelPrefix:"", __modelType:0, __objects:#(), __objectParents:#(), __objectTypes:#()), __sceneModelHierarchiesPrepared:false, __sceneModelHierarchies:#())
-- filename_param: ""
-- quiet_param: false
-- quiet: false
-- SelectedObjects: #("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...)
-- EXPORT_FILE_NAME: "C:\gmax\Scenes\test.3DS"
-- dlgInput: #T3DSExporterDlgInput(__exportFileName:"C:\gmax\Scenes\test.3DS", __sceneObjects:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __selectedObjects:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __useLocalCS:false)
-- outputfile: #TFile(__stream:undefined, __name:"", __mode:"", __size:0, __pos:0)
-- dlgOutput: #T3DSExporterDlgOutput(__selectedObjects:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __useLocalCS:true, __continueExport:true)
-- inputFile: #TFile(__stream:undefined, __name:"", __mode:"", __size:0, __pos:0)
-- currentException: undefined
-- structName: "3DSExporterDlgOutput"
-- dlgInfo: undefined
-- saver: #T3DSFileSaver(__file:#TFile(__stream:undefined, __name:"", __mode:"", __size:0, __pos:0), __objectsNames:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __useLocalCS:true, __expMtls:#(P:_FMHAUS:Standard, P:FMHAUS_:Standard, P:_H5:Standard, P:H5_:Standard, P:H3_:Standard, P:_H3:Standard, P:H1_:Standard, P:_H1:Standard, P:_H6:Standard, P:H6_:Standard, P:H4_:Standard, P:_H4:Standard, P:_MINE:Standard, P:MINE_:Standard, P:FINALHAUS_:Standard, FINALRAUMTEX:Standard, Baeume:Standard, ORKODFLFLOOR111:Standard, ORKODFLFLOOR031:Standard, FINALRAUMTEX1:Standard, ...), __expObjectStats:#(), __curObj:undefined, __curObjName:"", __curObjMtls:#(), __curObjMesh:undefined, __curObjVerts:#(), __curObjFaces:#(), __curObjTVerts:#())
-- useLocalCS: true
-- Error occurred during fileIn in StringStream:"__Krx3dsExp "" false"
-- called in Krx3dsExp()
-- Frame:
-- quiet: false
-- tskmod: #utility
-- r: undefined
-- filename: ""
-- Error occurred during fileIn in StringStream:"Krx3dsExp()"
-- called in btnExport3DS()
-- Frame:
I guess the error must have to do something with the material applied, but I couldn't find the correct source of this error. Whenever I apply another Multimaterial the export works fine, but doesn't with the one I need...
Hi DJonnyS,
I guess the error must have to do something with the material applied...
Let's check it. Try to run a script attached to this message and look into the MaxScript Listener window. This script will print all materials used in your scene and all their submaterials. Run the script and give me to see the result.
Mh, very interesting: Now I even get an error with your script, but the reason seams more clearly visible. It seems that part of the array of the multimaterial simply is undefined, that's why mat.name doesn't get a result.
Ah, now I see the reason: there's one Material ID missing. My multimat has 4800 submaterials :eek:. I'll keep you updated and try some stuff like filling the empty slots.
Update: @everybody: When you split your world and re-attach the parts later, make sure to select the third option of how to handle the materials. Otherwise you'll get a huge wrecked Material like mine. It wouldn't actually be a problem to fix it if one had the possibility to enter Material IDs higher than 1000 -.-....
OK, now I'm searching for a script to delete duplicate materials.
******** Beta III Release ********
I've uploaded a new version of my plugins. See the project page:
http://krximpexp.sourceforge.net
for download links.
There is two new features:
1) "Space Transformation". You can specify scale value when you are importing or exporting a model. This feature makes possible to edit models in any units: meters, kilometers, feet, inches, and so on. (The previous versions always works with centimeters). This feature can be useful if you want to write your model with scaling. And this feature can be useful if you forgot to set up proper units when you started with creating your model.
2) "Time Transformation". You can export/import only a part of whole animation, and you can move animation keys when you are importing or exporting.
Two bugs were fixed. The first bug was described by EvilTwin:
After importing an asc model the command pannel and main toolbar disappear
and the second bug was in incorrect exporting of some animations to .asc file.
And one more new thing. I've added an experimental Blender support. I know there are some scripts already: Gothic 3D Studio Exportscript by r3AdY, Gothic 3ds exporter by Gothiccer, Gothic 3DS Import Script by NicoDE,
however it was interesting for me to make my plugins for Blender too.
And one more new thing. I've added an experimental Blender support.Many thanks for your support!
I've tried to import the animations some years ago, but a month later the new animation framework for Blender was announced and I canceled my project (Blender was too limited at this time). However, with the new Generic Properties support in Blender a whole new world has been opened for game specific imports and exports.
Release new versions of plugins Kerrax for 3D Studio Max (Beta IV)
Fixs:
- Fixed some bugs related to export of asc-files.
New:
- Added version plug-ins for 3ds max 2010
Download@KrxProject (http://krximpexp.sourceforge.net)
Easy modeling modders. §wink
MfG MaGoth, WoG.ru-Community. :gratz
EvilTwin
16.05.2009, 20:42
awsome
didnt recognized the beta3 release with the bug i was facing fixed^^
edit:
okay
seems like it got a lot faster than the beta2
but i experienced again a bug
when exporting a mesh with actual textures (bitmaps) everything works fine
but after exprting a mesh with just rgb colours in the diffuse channel of the material the spacer tells me "mesh has polys without material! "
im using the 2009 x64 version
******** Beta V Release ********
I've uploaded a new version of my plugins today. See the project page:
http://krximpexp.sourceforge.net
for download links. Some bugs were fixed.
but i experienced again a bug
when exporting a mesh with actual textures (bitmaps) everything works fine
but after exprting a mesh with just rgb colours in the diffuse channel of the material the spacer tells me "mesh has polys without material! "
Fixed again. (Sometimes bugs come back :))
Ken Suyoko
23.05.2009, 02:10
i dont know if this bug is actually known but i have some problems with all 4 Kerrax im- and exporters.. and another fith , the IPhysique.gup ..
i have 3ds max 9 and while loading it says that 0Krx3dsImp.dll failed to initialize.
i should reinstall this programm and try again...
has this anything 2do that i already have 3ds max 6 installed ( with kerrax im- and exporters) and now i'm trying to install another version of this im- and export plugin ?
i tried with both versions of the im and exporter for 9 - 2008.
The 64bit version doesnt work, thats clear, cause i only have XP 32.
thanks 4 answers...
and.. just now I've only got the Trial of 3ds Max 9... can this be the cause?
( omg.. so many "I"s .. looks like i'm such a selfish men ^^)
EDIT: i found the problem.. now i activated 3ds max 9.. now it starts without any errors.. and the im and exporter are loaded.
EvilTwin
23.05.2009, 12:59
maybe you should install the Microsoft Visual C++ 2008 SP1 Redistributable Package
x86 (http://www.microsoft.com/Downloads/details.aspx?familyid=A5C84275-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en)
x64 (http://www.microsoft.com/Downloads/details.aspx?familyid=BA9257CA-337F-4B40-8C14-157CFDFFEE4E&displaylang=en)
Ken Suyoko
25.05.2009, 11:16
well.. look like there is more than only loading this plugin..
i need 2 extract a .3ds of our old .zen.. so i loaded it in spacer, compiled it with editmode and saved the .3ds.
Now i want load this mesh.. but looks like there are some errors..
that is the error-msg:
Vertex index is out of range while reading faces descriptopn.
Vertex index: 6571 (Allowable range : 0....6570).
File name : "eXodus_spacersave.3ds".
looks like there is an handycap of the vertex amount, your plugin can load..
Yes it is a very big 3ds... thats why i need it in 3ds max again.. so i'm able 2 remoddel it..
i need 2 extract a .3ds of our old .zen.. so i loaded it in spacer, compiled it with editmode and saved the .3ds.
Now i want load this mesh.. but looks like there are some errors..
that is the error-msg:
Vertex index is out of range while reading faces descriptopn.
Vertex index: 6571 (Allowable range : 0....6570).
File name : "eXodus_spacersave.3ds".
looks like there is an handycap of the vertex amount, your plugin can load..
Yes it is a very big 3ds... thats why i need it in 3ds max again.. so i'm able 2 remoddel it..
Spacer saves an incorrect 3ds file if total number of vertices in your world more than 65535 or if total number of faces more than 65535.
Kerrax will you release next verion of asc import/export plugin?
i have use GMAX 1.2 and its working very vell
can u fix this things for gmax v1.2 ???
-when import asc or 3ds file materials are not seen on 3d model
-durring import/export seen a dos window can u off this window
im waiting for your next realease and tnx for your excellent works§wink
******** Beta VI Release ********
I've uploaded a new version of my plugins today. See the project page:
http://krximpexp.sourceforge.net
for download links.
What's new:
1) It's possible to import MSH (compiled mesh), MRM (multi-resolution mesh) and ZEN files (without vobs) now.
2) Autorenaming materials: the 3ds exporter can rename materials to prevent them from classifying as "TRASH" by Spacer.
3) Some bugs in the Blender version of my plugins were fixed.
-when import asc or 3ds file materials are not seen on 3d model
Fixed (gmax & 3ds max). But the displaying all textures in a viewport can slow down your computer, especially for large world meshes. You can switch off the displaying textures. To do it, right-click on the viewport, then select "configure", and uncheck the "Display Textures" checkbox.
EvilTwin
08.06.2009, 16:28
maby i´ve said it before but this plugin is just awsome :D
what else are you planing to do? i thought the last build was feature-complete^^
by the way: some guys i know are wondering if there will be a version for cinema 4d
@EvilTwin:
by the way: some guys i know are wondering if there will be a version for cinema 4d
Hi, :)
Do you have a full SDK for CINEMA 4D?
It is quite possible that if a version of this plugin from Kerrax. ;)
MfG MaGoth, WoG.ru-Community. :gratz
what else are you planing to do?
Nothing :)
I don't plan new features.
Of course I shall fix bugs if they will be found.
@EvilTwin:
It is quite possible that if a version of this plugin from Kerrax. ;)
It's possible but I have not enough time to make it at the present time...
by the way: some guys i know are wondering if there will be a version for cinema 4d
I'm not sure these guys are making a version of my plugins for cinema 4d by themself currently. Or not?
Player140 wished a version for cinema 4d and in January he asked me about my source code to make it...
Player140
09.06.2009, 19:24
I'm not sure these guys are making a version of my plugins for cinema 4d by themself currently. Or not?
Player140 wished a version for cinema 4d and in January he asked me about my source code to make it...
That's not exactly what I meant when I got the source code from you. The idea was that somebody could try it and it could be easier with your code.
Marlus tried to do something with your source code, the C4D SDK and coffee (c4d script language) but finally he gave up on it a few weeks ago :( (I think he had not the C++ skills and the time to do it).
So there's still a huge need for a C4D plugin but nobody who is working on it actually :dnuhr:
@EvilTwin:
Do you have a full SDK for CINEMA 4D?
Cinema 4D SDK (http://www.maxon.net/index.php?id=158&L=2) is available for free at maxon.net
Current version of C4D is R11. There is also a Demo Version of C4D available which should work for developing the Plugin.
And we have a thread here at WoG (http://forum.worldofplayers.de/forum/showthread.php?t=334807) where we talked a lot about a C4D 3ds Plugin (in german language).
So there's still a huge need for a C4D plugin but nobody who is working on it actually :dnuhr:
I'm going to download Cinema4D and think whether I can develop a version of my plugins for C4D.
But I don't promise anything.
Schattenlord34
15.07.2009, 10:41
I've just downloaded the new tools and whenever i try to import an asc file, it says "something bad has happend in the aplication"...
what's wrong?
I've just downloaded the new tools and whenever i try to import an asc file, it says "something bad has happend in the aplication"...
what's wrong?
What asc file did you try to import?
What version of my plugins did you use? (There are two versions: script-version and dll-version. Script-version are called from panel "Utilities" and DLL-version are called from the main menu "File->Import" and "File->Export").
Did you see the plugin's dialog before you got this error?
Schattenlord34
16.07.2009, 09:01
Hi Kerrax
I used your latest version of the importer. I've tried to import several files (gobbo, molerat, dragon, ...) using the utilities panel. I was just able to select the file, saw the progress bar and then it crashed.
Edit:
So i've just tried the dll version. There the importer window appears but the application also crashes after hitting the import button.
Edit 2:
When i use the skin modifier while importing it works using the dll version.
But importing animation to the rig also causes an error.
@Schattenlord34:
I'm not sure I understood the problem... But try the following patch. The archive attached to this post should be unpacked to folder <3dsmax>\scripts. If it will work then I'll rebuild my installers.
Schattenlord34
17.07.2009, 07:15
Looks better but still there's an error when i want to use the physique modifier.
Looks better but still there's an error when i want to use the physique modifier.
I think I fixed it. The archive attached to this post should be unpacked to folder <3dsmax>\scripts.
Liondreads
19.07.2009, 13:12
who can help me to fix that problem?
Pic (http://www2.pic-upload.de/19.07.09/npwx2mizot.jpg)
i ve put the files in the "stdplugs" file
Hi Kerrax,
I'm glad to hear your tools are now so widespread on various platforms! I was very contempt with the gmax tools, but lately I've worked with blender a little more. Well, the problem I have is that some parts of my mesh (I split it) can't be exported to 3ds files while others can. I always get an error message when attempting to export them.
Attached you'll find a .blend-file that causes problems and the error message I get on my computer (64 Bit Intel with Windows Vista).
Hi Jonny,
Well, the problem I have is that some parts of my mesh (I split it) can't be exported to 3ds files while others can. I always get an error message when attempting to export them.
Fixed. I've uploaded a new version of my plugins for Blender today. Download it from my site http://krximpexp.sourceforge.net.
who can help me to fix that problem?
Pic (http://www2.pic-upload.de/19.07.09/npwx2mizot.jpg)
i ve put the files in the "stdplugs" file
Try to reinstall the latest version of my plugins.
Try to use dll version of my plugins (main menu->File->Import & Export) instead of MAXScript version.
******** Cinema 4D Support ********
I've written a version of my plugins for Cinema 4D (Release 11). See the project page:
http://krximpexp.sourceforge.net
for download links.
My plugins make possible to export 3DS files, and import 3DS, MRM, MSH, and ZEN files.
ASC files are not supported yet. Is there a need for an ASC support?
Special thanks to Player140 for detailed testing and helpful ideas.
HolyWater
01.08.2009, 21:16
******** Cinema 4D Support ********
I've written a version of my plugins for Cinema 4D (Release 11). See the project page:
http://krximpexp.sourceforge.net
for download links.
My plugins make possible to export 3DS files, and import 3DS, MRM, MSH, and ZEN files. ASC files are not supported yet.
Special thanks to Player140 for detailed testing and helpful ideas.
can you compile it with the cinema4dr10sdk?
i got to many errors (not found, not defined... BLAH!)-.-
can you compile it with the cinema4dr10sdk?
i got to many errors (not found, not defined... BLAH!)-.-
You want to use old Cinema 4D Release 10 instead of new Release 11, don't you? And why?
Player140
01.08.2009, 23:33
You want to use old Cinema 4D Release 10 instead of new Release 11, don't you? And why?
I guess thats because he only has Cinema 4D R 10 §wink
ASC would be nice but it's not a must have for me because I can make animations in 3ds Max.
The only thing I would do with cinema and a asc plugin would be creating new clothes for NPCs.
But thanks again for the great plugin, it's really helpful for me!
HolyWater
01.08.2009, 23:35
I guess thats because he only has Cinema 4D R 10 §wink
ASC would be nice but it's not a must have for me because I can make animations in 3ds Max.
The only thing I would do with cinema and a asc plugin would be creating new clothes for NPCs.
yes, asc is cool :D
Diablo_Hellfire
02.08.2009, 00:00
plz version for R10
I've compiled my plugins for Cinema 4D Release 10. See the project page:
http://krximpexp.sourceforge.net
for download links. I tested it with Cinema 4D R10.5
Player140
02.08.2009, 13:55
I can confirm it's running with R10.5 :)
The R10 version also runs with the R11 of Cinema 4D. So is it necessary to have two versions? Are there any advantages to use the R11 version for C4D R11?
I couldn't test it yet with the 64 bit versions of C4D because I use Win XP. Are they supported?
Oh by the way: I took a look at the source files and there is still your description how to create the plugin for C4D. I think this is obsolete by now ;)
But you could add C4D into your how to build documentation.
Edit:
I tested it with Cinema 4D R10.5
Diablo_Hellfire tested it with R10. But it doesn't work :(
I guess thats because C4D makes 0.5 steps in program history. So there isn't a 10.5 update for R10 for free, you have to pay for that as well and there are significant changes between such versions and no bug fixes.
Perhaps you could compile it for R9 or 8.5, these are older versions and when it works with them, it also should work with the newer versions. The most C4D Plugins don't need to be compiled for each version of C4D.
Perhaps you could compile it for R9 or 8.5, these are older versions and when it works with them, it also should work with the newer versions. The most C4D Plugins don't need to be compiled for each version of C4D.
I've compiled my plugins with R9.6. It works with R11 too. So I think it will work with any release from R9.6 to R11.
R9.6 is the oldest release of Cinema 4D that I could find.
HolyWater
03.08.2009, 11:12
it works with r10 :)
Player140
03.08.2009, 12:02
Also with R10.5 and R11 ;-)
Yesterday I had a bad virus on my Win XP so I am working with Windows Vista 64bit now for a while.
Time to test the plugin with C4D R10.5 64bit which I have on Vista. Here Plugin doesn't work.
Is it difficult to compile it for 64bit as well?
Call It Karma
05.08.2009, 21:40
Very Good!
Thank you for your work, Kerrax :)
I think, a exporter for asc would also be very helpful.
:gratz
Thank you kerrax, works fine with R10.111 :)
Again thank you :)
scheiße man... ich kriegs einfach nicht hin den KrxImpExp for 3d Studio-max 6-8 (http://mod.worldofgothic.ru/file_download/65)auf dieser russischen Seite runterzuladen... hab schon überall rumgeklickt.. :( Kann mir einer bitte helfen oder es hochladen?
Danke!
Diablo_Hellfire
08.08.2009, 00:08
Dann lade den doch von hier:
http://krximpexp.sourceforge.net/
Player140
08.08.2009, 18:55
64bit version doesn't work right. The plugin appears but C4D crashes before export/import. Already reported to Kerrax.
I've got a note for Blender Users when exporting: If you get an error saying
AttributeError: 'NoneType' object has no attribute 'getname'
and lots of other text above, you have to check whether your objects have as many material IDs as materials (the ID can be higher than the number of materials, thus the script reaches an empty pointer).
This is the way to do it:
Open your file in blender
open the "buttons" and "outliner" window, so that you can see both of them
click in the outliner on your desired mesh
count the number of materials of your mesh (the circles)
compare this number to the value in the buttons window (e.g. "8 Mat 2" the 8 is important)
if the numbers are different, search for an empty materialpointer
make sure to be in object mode and then delete it (if it's an empty pointer you won't see the material name displayed above in the buttons window)
Hopefully someone will read this before spending a whole day trying and trying like me :)
If you get an error saying
AttributeError: 'NoneType' object has no attribute 'getname'
and lots of other text above, you have to check whether your objects have as many material IDs as materials.
Can you give me any blender file which produces this error when exporting? I would like to see it and to fix the error in a new version of my plugins.
Hi Kerrax,
attached you'll find a file that produces such an error. Good to hear that you are making workarounds for blender-internal errors. Hopefully a next Version of blender will not be incompatible to your scripts :).
New Version
from September 24, 2009
I've uploaded a new version of my plugins today. See the project page:
http://krximpexp.sourceforge.net
for download's links.
Any my plugin requires Microsoft Visual C++ 2008 Redistributable Package to be installed. My plugins for Blender don't require Python to be installed at now (Blender 2.49b).
Feature list:
1) ASC and 64-bit support in Cinema 4D
2) no more message "Polys without materials". An object with any materials (and even an object without materials) is correctly exported and loaded into Spacer.
3) fixed importing some ASC models into Blender and 3ds max.
4) fixed material export from 3dsmax, gmax, and Blender.
attached you'll find a file that produces such an error.
Fixed in the last version. Tested with Blender 2.49b. I think it's not necessary to support old versions of Blender because Blender is a freeware program and anybody can download the latest version.
New Version
from October 16, 2009
I've uploaded a new version of my plugins. No new features were added, several small bugs were fixed. I've changed plugins for Blender, Cinema4D, and asc importers and exporters in version for gmax and 3ds max.
http://krximpexp.sourceforge.net
Hey there. First off I'd like to say you've done an impressive amount of work with these plugins, also sorry for the tl;dr. For a long time now I've been working on making Sonic Adventure as moddable as possible. Long story short, a friend of mine wrote a model ripping tool a long time ago that used *.obj as an output format. Now it was a poor choice, because *.obj doesn't support pivot points or rotation. After some research I picked ASC as the format of choice, and I just spent the weekend re-writing the tool to use the new format and fix a variety of other bugs.
Now I'm running into some new trouble. I started with the Jun 18 2008 build of your plugin. At first the importer crashed because I had written my program incorrectly, but eventually I got it to work. Due to the way the game I'm writing for handles face loading, verts have to start at number 1, not 0. Importing my program's output seems to work fine except for one little problem. Upon import, a new vertex at 0,0,0 globally is added. This is a problem because when I re-export, the vertex count needs to stay unchanged and unsorted or else vertex tree corrupts and when I re-import the data into the game the model gets scrambled. I upgraded the plugins to the latest version, and now when I try to import, the object list is empty and I can't pick anything to import. Clicking on "Import" results in an empty scene.
Also, since it will probably help you, here (http://x-hax.cultnet.net/modelformatting/out.asc) is an asc file my ripping program output.
Thank you very much in advance for helping with this, so far your plugins have been a huge help.
Ken Suyoko
30.10.2009, 23:16
i have a little question.. with your .asc exporter for 3ds max 9..
i can export the model.. and the animation..
but i dont know how i should export a morph-mesh animation.. any ideas?
Due to the way the game I'm writing for handles face loading, verts have to start at number 1, not 0.
I see the problem in it. My import/export tools count vertices starting at 0. Can you make your ripping program to start indices of vertices at 0 too?
That's how I originally had it written, but then I was getting vertex out of range errors. I noticed that the face numbers weren't referencing a vertex numbered 0, so I made the vertex numbers start at 1, and sure enough the mesh loaded.
Would adding support for vertex counts starting at one break functionality in your plugins?
Call It Karma
31.10.2009, 08:02
Hi Kerrax,
since i use the Windows 7 Release Candidate (at the moment i don't want to update :D) the Exporter for Cinema 4D R 10 doesn't work. I always get this warning.
http://img257.imageshack.us/img257/5159/mistake.jpg
Do you know what the problem is? I use the latest version of your Exporter.
§wink
Basiläus
02.11.2009, 15:13
I've compiled my plugins for Cinema 4D Release 10. See the project page:
http://krximpexp.sourceforge.net
for download links. I tested it with Cinema 4D R10.5
Thank you.:gratz
That's how I originally had it written, but then I was getting vertex out of range errors.
It's possible it was old bug in my plugins. In any case I've fixed it already.
since i use the Windows 7 Release Candidate (at the moment i don't want to update :D) the Exporter for Cinema 4D R 10 doesn't work. I always get this warning.
http://img257.imageshack.us/img257/5159/mistake.jpg
I have not Windows 7 yet, and I have not tested my plugins with it. So I can give general hints only. Ensure folder "C:\Program Files\MAXON\Cinema 4D R10\prefs" exists. Ensure read/write access to files in this folder is permitted.
i can export the model.. and the animation..
but i dont know how i should export a morph-mesh animation.. any ideas?
I have uploaded a new version of my plugins today (There was a small bug with exporting morph animations from 3ds max). And see a picture attached to this post.
Basiläus
03.11.2009, 12:06
I have a problem with importing Asc-Files. I use Cinema 4d R10, i have the new updates and the Visual C++ 2008 Runtime. I can import Asc Files, which contain only the Mesh. For example "ZOM_BODY.ASC". But when I try to import an Asc-File whith the Animation(ZOM_DEAD_A01.ASC for example) and to merge it with the Mesh, Cinema 4d freezes and nothing happens. Any idea where the problem is?
Cinema 4D freezes and nothing happens.
What does it mean? Can you give me a screenshot?
Basiläus
03.11.2009, 16:49
What does it mean? Can you give me a screenshot?
Ok http://upload.worldofplayers.de/files4/cinema4d.JPG
Its always like this and the program doen't react.
Ok http://upload.worldofplayers.de/files4/cinema4d.JPG
Where have you got these zombie's asc files from?
I have file "zom_attackmove_m01.asc" from Gothic I but it's size is 70427 bytes, and your asc file's (on screenshot) size is 160570 bytes.
Basiläus
03.11.2009, 19:20
Where have you got these zombie's asc files from?
I have file "zom_attackmove_m01.asc" from Gothic I but it's size is 70427 bytes, and your asc file's (on screenshot) size is 160570 bytes.
Its from Gothic 2
Its from Gothic 2
Gothic 1 and Gothic 2 don't contain asc files, they contain mdh, msb, man, and other compiled files. I've decompiled zombie.msb (from G2 now) with GothicSourcer V3.14 and I've got file "ZOM_ATTACKMOVE_M01.ASC" which has 70427 bytes of size. Can you upload your files "ZOM_BODY.ASC" and "ZOM_ATTACKMOVE_M01.ASC"?
Basiläus
03.11.2009, 22:36
Gothic 1 and Gothic 2 don't contain asc files, they contain mdh, msb, man, and other compiled files. I've decompiled zombie.msb (from G2 now) with GothicSourcer V3.14 and I've got file "ZOM_ATTACKMOVE_M01.ASC" which has 70427 bytes of size. Can you upload your files "ZOM_BODY.ASC" and "ZOM_ATTACKMOVE_M01.ASC"?
Ok the problem was because of the GothicSourcer. I used V2.4(i dont know why) and know I downloaded V3.1 and it works! Thank you very much for your help.
Call It Karma
06.11.2009, 11:28
I have not Windows 7 yet, and I have not tested my plugins with it. So I can give general hints only. Ensure folder "C:\Program Files\MAXON\Cinema 4D R10\prefs" exists. Ensure read/write access to files in this folder is permitted.
Hi Kerrax,
the folder is completely empty. So, i guess... this is the problem. But reinstalling the exporter didn't solve the problem.
the folder is completely empty. So, i guess... this is the problem.
The exporter creates and writes file "KrxImpExpDlgInput.bin" at the beginning, then opens and reads the file. In your case the exporter has not created the file for some reason. Check access rights: try to create and edit any file (a text file with notepad, for example) in folder "C:\Program Files\MAXON\Cinema 4D R10\prefs".
Golden Age
18.11.2009, 12:15
Hi,
A long time I´ve problems with the collision of new created mobs(interactive objects).
Ingame there´s no collision, but the attribute of collision is on true.
So, Kerrax, could you find the problem and fix it?
It would be very fine:)
@Golden Age:
A long time I´ve problems with the collision of new created mobs(interactive objects).
Ingame there´s no collision, but the attribute of collision is on true.
So, Kerrax, could you find the problem and fix it?
I think your mob's mesh is "irregular". I mean it contains open edges, or duplicated edges/vertices/faces, or isolated vertices (vertices which are not used in faces) and so on. If you use 3ds max then you can use the "STL check" modifier to understand what's the problem.
@Call It Karma:
the folder is completely empty. So, i guess... this is the problem. But reinstalling the exporter didn't solve the problem.
If it doesn't work yet try to reinstall Cinema 4D (and my plugins, of course) to another folder. Do you have administration privilegies on your computer?
Player140
27.11.2009, 23:54
Hey kerrax,
did you received my last personal message about joints and so on? Didn't hear from you for some time now §wink
By the way, all the functions still working for me, no freezes in my Cinema 4D ;)
Golden Age
28.11.2009, 11:12
@Golden Age:
I think your mob's mesh is "irregular". I mean it contains open edges, or duplicated edges/vertices/faces, or isolated vertices (vertices which are not used in faces) and so on. If you use 3ds max then you can use the "STL check" modifier to understand what's the problem.
I´ve used the "STL check"-modifier, but there are no errors founded.
Once I tried to export the mesh just with one Bone and ingame there was a right collision. But if I use more than one bone in the mesh it doesn´t goes.
And another Question. Is it possible to create a plugin which imports Zen-files with Vobs? This feature would help very much for rendering videos in 3ds max or other programs.
I´ve used the "STL check"-modifier, but there are no errors founded.
Once I tried to export the mesh just with one Bone and ingame there was a right collision. But if I use more than one bone in the mesh it doesn´t goes.
If the problem is actual for you today, can you send me the mesh to allow me to test it by myself?
And another Question. Is it possible to create a plugin which imports Zen-files with Vobs? This feature would help very much for rendering videos in 3ds max or other programs.
Looker (a Gothic fan from our russian forum) is working on it.
Golden Age
29.12.2009, 13:24
If the problem is actual for you today, can you send me the mesh to allow me to test it by myself?
Yes, you should have it
Looker (a Gothic fan from our russian forum) is working on it.
Yeah, this would be very fine!
New Version
from January 6, 2010
Updated version of plug-ins.
See the project page: http://krximpexp.sourceforge.net
for download's links.
LogFix:
Fixed import/export of ASC-files, other changes have been made. Importer ASC-file now creates layers: "Bones", "Slots", "Meshes".
This is done in order to be able to easily enable/disable display of all the bones at once, etc.
Fixed bug with incorrect import of mesh - the monster - namely, the received ASC-file was not properly configured Physique, the rear half of the body in general, the monster entirely consisted of "blue" points (not tied), and links the bones were placed in strange ways.
Fixed bug in exporting associated with the animation of the second layer, (uncover weapons on the run).
MfG MaGoth, WoG.ru-Community. :gratz
Klabautermann
15.01.2010, 18:22
Wow! Wonderful :)
The best importer I have ever seen. Looks very good and the new Settings (Do not know how old they are, but for me they are new) are so convenient!
Golden Age
16.01.2010, 17:02
Very nice, thank you!
But there´s an error in exporting morphmeshes. If I export a sphere in max which is very big, ingame the same sphere is very small.
ist this version compatible to blender?
Golden Age
16.01.2010, 17:50
I think this (http://downloads.sourceforge.net/krximpexp/KrxImpExp-blender2.49b-Jan-06-2010.exe) is the new version for blender.
Wow! Wonderful :)
The best importer I have ever seen. Looks very good and the new Settings (Do not know how old they are, but for me they are new) are so convenient!
The first version of these plugins came out in 2004. :)
But there´s an error in exporting morphmeshes. If I export a sphere in max which is very big, ingame the same sphere is very small.
We will correct when it affirmed. ;)
Good luck to you in creating good mods. §wink
MfG MaGoth, WoG.ru-Community. :gratz
I would be pleased if you could develope an im- and exporter for .max data for blender. I want to make armors in blender, but it's very compicated without gmax >.<
But there´s an error in exporting morphmeshes. If I export a sphere in max which is very big, ingame the same sphere is very small.
We discussed the issue, and participants tend that this is not a bug. :)
It is possible to understand, then exported to 3ds, right? They need to look at the situation, and when exporting to choose either the preservation of local coordinates, or "global" (or "world", as there ...).
Sometimes when you export the new weapons have to be put "world" coordinates, because when the local was exactly as stated in your problem: Item remained equally small.
To ensure that the objects were exported correctly, in one scene you want to import the "standard" object of the game and "change." Properly export, imported in one scene objects will be correct size.
MfG MaGoth, WoG.ru-Community. :gratz
Player140
18.01.2010, 14:45
I would be pleased if you could develope an im- and exporter for .max data for blender. I want to make armors in blender, but it's very compicated without gmax >.<
Why don't you use just gmax OR Blender OR max? There is an asc exporter for all of them. You could also import/export the mesh as 3ds file to exchange your mesh between the programs. Creating a .max importer for blender would be almost impossible especially when it comes to modifiers and animations because both programs have totally different objects and different behavior. An 1:1 exchange of native 3D app scenes IS impossible as long as the programs don't use 100% the same implementations with 100% the same behavior which would make them almost 100% the same application.
Even autodesc apps such as Softimage, Maya and 3ds Max are totally different.
But there´s an error in exporting morphmeshes. If I export a sphere in max which is very big, ingame the same sphere is very small.
I guess this problem caused because you scaled your mesh as whole object (that is not recommended - scaling of meshes' vertices is more preferably than scaling of a whole object).
Now I see two solutions:
1) Try to experiment with scale coefficient (it can be modified from the export dialog). This is safe solution.
2) Create an empty mesh (mesh without vertices and faces) and attach your mesh to this empty mesh. Then export the resulting mesh. However animation keys can be losted if you have animated your mesh already.
It is possible to understand, then exported to 3ds, right?
Golden Age has written "exporting morphmeshes". So I think he is exporting to asc. But my solutions can be used for 3ds too if anyone will get the same troubles with 3ds.
I would be pleased if you could develope an im- and exporter for .max data for blender. I want to make armors in blender, but it's very compicated without gmax >.<
It's big more complicated to create im- and exporter for .max data for blender. And it's not interesting for me, sorry...
Any of the four 3d editors (3ds max, cinema 4d, blender, gmax) can be used for any Gothic modelling operation. IMHO 3ds max is the best and gmax is the worst from this list. I think blender is more suitable for animation of characters than gmax.
Diegos rechte Hand
20.02.2010, 17:18
Hi Kerrax,
I have the problem that when I try to import/export in/out gmax. That it crash with the error: "Could not open file for read. File Path: C:\Programme\gmax\PlugCFG\krximpexpdlgoutput.bin"
I have the full rights at the folder, but it doesn´t exist a file with this name in it. The folder is blank.:(
I hope that you have an idea.§wink
I have the problem that when I try to import/export in/out gmax. That it crash with the error: "Could not open file for read. File Path: C:\Programme\gmax\PlugCFG\krximpexpdlgoutput.bin"
Have you seen my plugin's dialog window before this crash? Were there other errors?
Diegos rechte Hand
21.02.2010, 13:29
Have you seen my plugin's dialog window before this crash? Were there other errors?
No I haven´t seen an other error before or after the crash. What do you mean with "plugin's dialog window"? A window for choose a path/file?
Have you an idea to answer the problem?
What do you mean with "plugin's dialog window"? A window for choose a path/file?
After you selected a file to import another dialog window must occur on the screen (This dialog window has a caption like "Kerrax 3ds Importer"). If you have not seen it then it's not good. Maybe you have not Visual C++ Redistributable 2008 installed. Maybe you start gmax with gmax.exe (instead of KrxGMaxExtender.exe)
Diegos rechte Hand
23.02.2010, 16:15
I had found an answer for my problems.§wink
I have one "problem" with importing animation to a bit changed objects . e.g. I create armor and link it to original decompiled asc of hum body naked so i want to see if its linked correctly and when i chose animation, import button is unclickable - i cant click to import. Its same with animations using ik solver and helpers. :dnuhr: In older versions animations worked even on shadow beast when you renamed some bones :p
Klabautermann
08.04.2011, 16:32
I have one "problem" with importing animation to a bit changed objects . e.g. I create armor and link it to original decompiled asc of hum body naked so i want to see if its linked correctly and when i chose animation, import button is unclickable - i cant click to import. Its same with animations using ik solver and helpers. :dnuhr: In older versions animations worked even on shadow beast when you renamed some bones :p
Same problem (Max 9)
Older Versions were much better.
I also often cannot reimport exportet Asc (Model Mesh), f.e. Monsters.
I also often cannot reimport exportet Asc (Model Mesh), f.e. Monsters.
I wish to fix all bugs in my plugins which can be. However can you give me some more information: which asc file you cannot reimport (You mean "import, export, and import again the just exported file, right?), which monster you tell about.
In older versions animations worked even on shadow beast when you renamed some bones :p
If you wish to create a new armor for an existing model then renaming of bones doesn't seem a good idea (because my plugins and even the Gothic engine identify bones by name). Of course if you are going to create a completely new model (with a new body and all new animations) then you may rename any bones as you wish.
I have one "problem" with importing animation to a bit changed objects . e.g. I create armor and link it to original decompiled asc of hum body naked so i want to see if its linked correctly and when i chose animation, import button is unclickable - i cant click to import.
If you didn't change the original names of the bones then the "Import" button must be enabled. Probably I didn't completely understand your situation, so can you show me your "bit changed object" (in max format if you are using 3ds max; if you don't want to publish your model you can send me a e-mail) and tell me which animation you tried and couldn't import?..
Klabautermann
12.04.2011, 18:05
I wish to fix all bugs in my plugins which can be. However can you give me some more information: which asc file you cannot reimport (You mean "import, export, and import again the just exported file, right?), which monster you tell about.
It was my mistake ;)
I called the main bone "Bip 01" instead of "Bip01". The engine accepted it, your importer did not.
I dont know when I had the other problems with the importer and at the moment I cannot reproduce them with random files.
If it happens again, i will post it.
If you wish to create a new armor for an existing model then renaming of bones doesn't seem a good idea (because my plugins and even the Gothic engine identify bones by name). Of course if you are going to create a completely new model (with a new body and all new animations) then you may rename any bones as you wish.
If you didn't change the original names of the bones then the "Import" button must be enabled. Probably I didn't completely understand your situation, so can you show me your "bit changed object" (in max format if you are using 3ds max; if you don't want to publish your model you can send me a e-mail) and tell me which animation you tried and couldn't import?..
1.No I meaned that in prewious versions it was able to import human animation to monster and so you could mix shadowbeast skeleton and human animations to create werewolf (just crazy idea). But now prefix tool skeleton. maybe some option to enable and disable checking of the skeleton would be fine. §wink mybe just for me :D
2. No i mean skeleton is normal but to easier animating I add Ik solvers to skeleton (golden age could describe it better) and sometimes I'm combinating two different animations (my own and gothic) but if I have Ik solvers on skeleton, importer do not recognize it. :mad:
I've uploaded a new version of my plugins (http://krximpexp.sourceforge.net). List of changes:
Changed asc importer: in the new version the importer doesn't check equality of sets of bones and slots in a model and in its animation. So now you can apply a gobbo animation to a crawler body, for example.
Added morph-mesh support in Blender 2.56.
Blender version of plugins are installed now to "script/addons" folder, so plugins needs in enabling after installation (see the help).
3ds max 2012 support.
maybe some option to enable and disable checking of the skeleton would be fine.
So the checking has been disabled in the new version. The plugins more trust to modeller now.
I have Ik solvers on skeleton, importer do not recognize it. :mad:
Maybe it works in the new version. If not, send me your model (with ik solver) to allow me to test it by myself, and fix the bug.
I called the main bone "Bip 01" instead of "Bip01". The engine accepted it, your importer did not.
The behaviour of the plugins has not been changed concerning this. Too many things use the naming convention that name of any bone must be started from "Bip01".
Thanks for fast update.
I reminded that when I was creating some anims with flips,parade jumps.... I had to add helper "Bip01 Footsteps" to avoid some problems because importer didn't import it.
Neconspictor
15.04.2011, 12:23
I want only to note, that there is the new Blender 2.57 version released.
Player140
16.04.2011, 21:19
Thanks for the Update! I see you support C4D R12 as well now, great job though I am still using 11. Thanks!
I've got a question:
I want to make my partes of a mesh become one. At the moment they are split because of their textures. When I exported one of my objects a time ago they merged into one object but since I have opened and saved them in the Spacer they keep beeing seperated. How can I "melt" them again?
I am using Blender
Neconspictor
19.04.2011, 16:35
@ Assassine91:
In blender with Control (Ctrl) an "J" you can join two or more meshes to one.
Is CAT working in gothic ?.... It looks pretty easy to create new monster with it :
http://www.youtube.com/watch?v=JQCReiTHm5U&feature=mfu_in_order&list=UL
Yeah, CAT is great, as far as I can say about what i saw in the video.
I'm gonna try it this week
...I haven't time but sooner or later I will check it
Hi
The KrxImpExp 3ds exporter works fine, but Asc exporter doesn't
It shows no object. What's that I missed?
Neconspictor
06.08.2011, 12:12
I have one question: Will be released a version for the 2.58a-Blender version?
The old one is not compatible with the 2.58a-one...
EvilTwin
06.08.2011, 12:54
why put much effort into 2.58a when there is 2.59 just behind the door? :p
UnderIce
21.08.2011, 16:50
I think, this version isn't compatible with blender 2.59?§kratz
Hi
The KrxImpExp 3ds exporter works fine, but Asc exporter doesn't
It shows no object. What's that I missed?
Are you importing the model first? Because there are two kinds of ASC files one for models with rig and the other only for movement sequences.
I've upgraded my plugins for using them with the latest version of Blender, 2.60.
http://krximpexp.sourceforge.net
The KrxImpExp 3ds exporter works fine, but Asc exporter doesn't
It shows no object. What's that I missed?
The asc exporter shows only the objects which names start with "ZS_" or "ZM_" or "Bip01" (case-insensitive). So your object is not shown in the list because its name is "Sphere01" which is not acceptable.
EvilTwin
20.10.2011, 15:05
yay :gratz
new blender version
Are you importing the model first? Because there are two kinds of ASC files one for models with rig and the other only for movement sequences. But in scene he have mesh of some weapon .... maybe just try export 3ds
I have one more question i have extended human skeleton with fingerbones but one thing stopped my work . For some reason I can not import animation using original human skeleton even if there is no skeleton checking . So whats the problem ? human skeleton is almost same I just deleted fingerbone (end bone of hand) and assigned new finger bones with their own end . I tryed export and import new skeleton and it is works fine . The only problem is that I cant import animations on it §cry
http://img94.imageshack.us/img94/5503/cantimport.jpg
and of course reimported looks realy strange, ....bones have defined scale constants for width and length ? or i can change it somehow ?
Ok my falut , problem is solved , I had older plugins on disk and after reintall of 3ds max i have installed that old plugins so that why it didnt worked :D :D:D:D:D
btw sorry for double.
I must report that with new plugins I cant export mob animation , when I separate human from mob and want to export it's animation the asc exporter gives me only option to export mesh ...
EvilTwin
05.04.2012, 23:47
any plans to support blender 2.63 with its new mesh-system?
Can you make a 3ds max 2013 version of the plugin, please? It seems so far 3ds max 2013 is the only free for students version that works with Windows 8.
@caseum I have 2013 version on win7 and works fine :) but gothic does not :mad:
BTW all errors i reported before were just my stupidity ... plugins works perfet :gratz
Which version of the plugin do you use? I tried both 2010-2011 and 2013 versions yet when I open 3ds max 2013 it says it can't load all the plugins.
I'm using Windows 8 Release Preview.
I can't use older students versions of 3ds max because on windows 8 there's a strange glitch that makes 3ds max impossible to work with. It's hard to explain so I'll show it:
http://i49.tinypic.com/v6p4p4.jpg
http://i45.tinypic.com/avokqu.jpg
I've upgraded my plugins.
Blender 2.64 and 3ds max 2013 are now supported.
http://krximpexp.sourceforge.net
Very nice!
Keep up the good work, even though I'm not working with max 13, still with 12. :D
EvilTwin
29.10.2012, 13:49
Awsome :)
Now we can export our work directly from a Bmesh-Build
controlled
02.11.2012, 19:13
Amazing tool! Are you going to make version for Cinema 4D R13 and above?
Are you going to make version for Cinema 4D R13 and above?
Nobody asked about it before you... Ok, now it's planned.
controlled
26.11.2012, 17:25
Nobody asked about it before you... Ok, now it's planned.
Wow, that's what I'm calling an awesome support :A Thank you very much.
Frank-95
10.12.2012, 20:32
The version for blender 2.64 is too damn bugged (as regards 3ds imp/exp at least).
Firstly the 3ds importer doesn't work very well. After unistalling blender 2.61 I installed 2.64 to use your new version of krximpexp (using the same blend files) and after some changes a black faces went out from nothing. I couldn't just modify it or remove it. In italian blender forum I've been told that it is a known bug but it doesn' depend from blender but from a bugged importer. I solved the problem by writing in the console "bpy.data.meshes["zenGin0"].validate()". But it is quite fastidious.
The exporter has problems too. Before this version I had some occasional problem when exporting big worlds and then opening them via spacer. Now I have the world broken with some faces deleted. Before I had just to use 3ds max exporter to solve the problem but now some faces aren't anymore so I can't do neither miracles nor I want to restart the work because blender version doesn't work very well.
Anyway you know that to import a big mesh blender imp/exp can take even more than 5 minutes (to import the whole newworld one hour) while 3ds studio 2012 just 5 seconds? Yes I know that 3ds studio version is written in C and blender one in python but there is some other problem too I think.
I've released versions of my plugins for Blender 2.65 and for Cinema 4D R13-R14.
http://krximpexp.sourceforge.net
Firstly the 3ds importer doesn't work very well. After unistalling blender 2.61 I installed 2.64 to use your new version of krximpexp (using the same blend files) and after some changes a black faces went out from nothing. I couldn't just modify it or remove it.
To fix a bug I need to reproduce it on my computer firstly. Your message doesn't help me to do it. Can you write more detailed description about what file did you change and what change did you make to see the black faces?
I solved the problem by writing in the console "bpy.data.meshes["zenGin0"].validate()".
No, you should not call "Mesh.validate()" because this call can corrupt your mesh because the "validate" function removes one side of each portal in your world (because Blender mistakenly thinks that two sides of a portal "duplicates" each other and it can remove one of them).
The exporter has problems too. Before this version I had some occasional problem when exporting big worlds and then opening them via spacer.
And again I like details. Can you say me what world did you export and what errors happen?
Anyway you know that to import a big mesh blender imp/exp can take even more than 5 minutes (to import the whole newworld one hour) while 3ds studio 2012 just 5 seconds? Yes I know that 3ds studio version is written in C and blender one in python but there is some other problem too I think.
Python itself works quickly enough, however my python scripts call Blender Python API, and some parts of the API works slowly. You can see some additional information about how your world is being loaded if you starts Blender with console (To start Blender with console, right click on the Blender's shortcut on your desktop -> Properties->Shortcut->Target and then add argument like this "…\blender.exe -con").
Frank-95
18.12.2012, 14:22
I've released versions of my plugins for Blender 2.65 and for Cinema 4D R13-R14.
http://krximpexp.sourceforge.net
To fix a bug I need to reproduce it on my computer firstly. Your message doesn't help me to do it. Can you write more detailed description about what file did you change and what change did you make to see the black faces?
No, you should not call "Mesh.validate()" because this call can corrupt your mesh because the "validate" function removes one side of each portal in your world (because Blender mistakenly thinks that two sides of a portal "duplicates" each other and it can remove one of them).
And again I like details. Can you say me what world did you export and what errors happen?
Python itself works quickly enough, however my python scripts call Blender Python API, and some parts of the API works slowly. You can see some additional information about how your world is being loaded if you starts Blender with console (To start Blender with console, right click on the Blender's shortcut on your desktop -> Properties->Shortcut->Target and then add argument like this "…\blender.exe -con").
Yes sorry for details.
So, exporter's bug are described in my thread here: http://forum.worldofplayers.de/forum/threads/1217032-World-compiled-both-indoor-both-outdoor
To summarise now, everytime I export a mesh in blender 2.64, gothic spacer reads it wrong and as I said I see the world compiled both indoor both outdoor in some parts
Moreover I noted that this problem prabably depeds on a wrong exporting or interpretation by the spacer of the forest portals. It seemed like when I enter the forest (portals) the world changed to Outdoor and when I go out to Indoor again.
As regards the importer I had that problem that I solved now by uninstalling blender and re-installing it again. The previous problem remains anyway
könnte mir mal kurz jemand auf die sprünge helfen, wie ich kerrax für blender 2.49 einbinde, sodass es im menü erscheint? also unter file->export und file->import. hab beides installiert, weiß aber nicht weiter ._.
could anyone please help me? how can I bind in the kerrax im- and exporter for blender 2.49, so I can choose it in the menu? both is installed but I forgot the further steps ._.
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