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.
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*).
Zitat von Xalotas
Your Link doesn't work anymore
And now?
Zitat von horrorente
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Kerrax 3DS Importer
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Could not open file for read.
File path: "C:\Users\horrorente\AppData\Local\Autodesk\3dsmax\9 - 64bit\enu\plugcfg\KrxImpExpDlgOutput.bin".
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OK
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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.
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:
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Loading DLLs
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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.
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OK
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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...?)
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Loading Plugins
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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?
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Ja Nein
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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
Now there is just this error when starting:
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Loading Plugins
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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.
Zitat von horrorente
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).
Zitat von EvilTwin
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.
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
of course i used the colours of the material not the objekt ^^
Zitat von Kerrax
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
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?
(...)
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: [Bild: 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.
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.
Zitat von horrorente
Now there is just this error when starting:
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Loading Plugins
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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?
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Ja Nein
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Fixed.
Zitat von EvilTwin
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.
Zitat von EvilTwin
2. after importing an asc model the command pannel and main toolbar disappear ( i unlocked them and put them onto my second screen )
Fixed.
Zitat von Ice_Dragon
Kerrax ASC Importer
Unexpected token: "*MESH_MTLID".
Required an integer number here.
Fixed.
Zitat von horrorente
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
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
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.