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:
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 )
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 ?
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:
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...
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 . 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.
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:
Zitat von 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.
"Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor
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! "
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.
Zitat von EvilTwin
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! "
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.
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.