Search found 704 matches

by Evak
Wed Dec 08, 2010 10:40 pm
Forum: Artists & Content Creators
Topic: Anyone have older version of ogremax
Replies: 6
Views: 1791

Re: Anyone have older version of ogremax

Ok I figured out how to get the old Max2010 drivers I had to run in Max2011. Basically use the new Ogremax installer and then copy the old 1.6 serializer compatible OgreMaxSceneExporter.gup over the newer one in your /plugins dir. Everything seems to be working :)
by Evak
Tue Dec 07, 2010 1:41 am
Forum: Artists & Content Creators
Topic: Anyone have older version of ogremax
Replies: 6
Views: 1791

Anyone have older version of ogremax

Hi guys, a project I was working on earlier this year popped up again, I downloaded ogremax only to find the latest version supports only Ogre 1.7 and 1.8 whilst the application I'm exporting to is using the 1.6.5 serializer. I was wondering whether anyone had the older version of Ogremax that expor...
by Evak
Tue Mar 30, 2010 6:28 pm
Forum: General Discussion
Topic: Unity Vs Ogre. graphic comparison
Replies: 37
Views: 18517

Re: Unity Vs Ogre. graphic comparison

BTW I hope I didn't come across as critical of Ogre. I am a HUGE fan. Our team spent 2 years making a game framework and engine, paid almost $1000 on probably the best 3ds max exporters for any engine, bests unity hands down. I still use Ogre when I can find paid artists contract work using Ofusion ...
by Evak
Sat Mar 20, 2010 7:30 pm
Forum: General Discussion
Topic: Unity Vs Ogre. graphic comparison
Replies: 37
Views: 18517

Re: Unity Vs Ogre. graphic comparison

I have pretty much switched to Unity now. The free version has some significant limitations. No RTT and therefore no dynamic shadows and Post FX have been disabled. For many the lack of shadows is a big downer in the rendering department. If you have pro then there's nothing to worry about. I switch...
by Evak
Wed Feb 17, 2010 9:07 pm
Forum: Artists & Content Creators
Topic: OgreMax Exporter 2.6.3 for 3DS Max and Maya
Replies: 79
Views: 56081

Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI

Does anyone still have the old 1.x ogre max plugins? I just heard from a old client that they want some minor changes done to their project. We continued using ogremax 1.x after 2.0 came out as the newer exporter wasn't exporting an identical scene compatible with the application I was working on. T...
by Evak
Sun Dec 20, 2009 7:03 am
Forum: Artists & Content Creators
Topic: Converting .fx to ogre
Replies: 1
Views: 1453

Re: Converting .fx to ogre

Only easy way to get shaderFX shaders or .FX shaders into Ogre with any success is via Ofusion Pro, which has some limitations like Pixel shader 3.0 only. Ofusion pro is a commercial Ogre exporter for 3dsmax. If you want to use the shaderFX .FX files you need to know quite a bit of shader programmin...
by Evak
Tue Dec 15, 2009 6:14 pm
Forum: Artists & Content Creators
Topic: OgreMax goes commercial
Replies: 33
Views: 10111

Re: OgreMax goes commercial

I think the pricing is fair. He could have gone the Ofusion route and charged more than double the price but without charging for updates. But then it really does put the exporter outside of most peoples pockets. Even so Ofusion claims to have sold over 650 copies to Ogre users, so there is definite...
by Evak
Thu Nov 19, 2009 6:06 am
Forum: Lounge / Off-topic
Topic: Unity3d Indie is now freeware
Replies: 13
Views: 2847

Re: Unity3d Indie is now freeware

Meh, I'd say the two big negatives with free unity is lack of dynamic shadows, plus no way to use a version control system. So fine if your just playing on your own but once you want to start collaborating its an exercise in frustration since unity spits out 1000's of custom data files when you run ...
by Evak
Mon Nov 09, 2009 5:43 pm
Forum: Lounge / Off-topic
Topic: Unreal Engine 3 is now FREE!
Replies: 5
Views: 1319

Re: Unreal Engine 3 is now FREE!

Lol, judging by what the people over at the blitz forum are saying it's a beta and has a lot of stability problems. So disappointing and one has to wonder how much they will support it. Still if it was kept inline with the commercial version it would be great for some people. Seems like the editor i...
by Evak
Mon Nov 09, 2009 5:40 pm
Forum: Lounge / Off-topic
Topic: Unity3d Indie is now freeware
Replies: 13
Views: 2847

Re: Unity3d Indie is now freeware

I'm quite fond of Unity. Been playing with it for a few months. As an artist with limited coding skills. Can't even do a simple shader. I'm having a blast and can prototype my own simple games with it, despite my very limited coding skills. The OO drag and drop interface, where you drop scripts on a...
by Evak
Thu Oct 22, 2009 7:01 pm
Forum: Artists & Content Creators
Topic: material editor with hlslfx, cgfx
Replies: 9
Views: 1292

Re: material editor with hlslfx, cgfx

Ofusion isn't discontinued, last update was a couple of weeks ago. The authors haven't updated the demo version but the pro commercial version is updated every month or so. It does support creating Ogre HLSL shaders with materials, for me it has been a godsend though not always perfect results. It's...
by Evak
Mon Aug 03, 2009 7:37 am
Forum: Artists & Content Creators
Topic: Export normal and specular maps with ogremax
Replies: 8
Views: 4095

Re: Export normal and specular maps with ogremax

It really is hard work getting shaders into ogre. Just look around the forums. Because Ogre doesn't load FX files there is no immediate way to export direct from 3dsmax outside of Ofusion. Unfortunately the shader support in ofusion pro has fallen behind, and only supports model 3. If you are lucky ...
by Evak
Wed Jul 15, 2009 5:55 pm
Forum: Artists & Content Creators
Topic: Level Creation
Replies: 20
Views: 2345

Re: Level Creation

3dsmax and either ogremax or ofusion. You can save out gameplay objects with heirarchies and user defined scripts from directly within 3dsmax. Or build complete levels. Both Ogremax and Ofusion have ogre rendered viewports directly inside a 3dsmax UI for WYSIWYG now. And Ofusion Pro does a reasonabl...
by Evak
Wed Jul 08, 2009 2:16 am
Forum: Artists & Content Creators
Topic: OgreMax Exporter 2.6.3 for 3DS Max and Maya
Replies: 79
Views: 56081

Re: OgreMax Scene Exporter 2.0 for 3DS Max, Maya, and XSI

Very cool indeed :) between this and ofusion pro I think I have all bases covered where 3dsmax is concerned :)
by Evak
Thu Jul 02, 2009 8:17 am
Forum: General Discussion
Topic: Editor Design
Replies: 5
Views: 820

Re: Editor Design

If you aren't familiar with artist tools and editors, the first thing is probably to try some, both game editors and demos of existing modeling tools to get an idea of how scenes are manipulated. In our editor with me being a 3dsmax artist. I took the most useful tools that I use most frequently and...
by Evak
Sun Jun 28, 2009 5:13 pm
Forum: Lounge / Off-topic
Topic: What desktop screen resolution do you use?
Replies: 25
Views: 1978

Re: What desktop screen resolution do you use?

1600x1200 on a single core 3000+ desktop with 7800GS AGP
by Evak
Wed Jun 24, 2009 5:07 pm
Forum: Artists & Content Creators
Topic: "Next version of OgreMax coming"
Replies: 19
Views: 2146

Re: "Next version of OgreMax coming"

um, did anyone read the title? Do the other exporters work with 2010? Ofusion Pro works with 2010 32bit and 64bit. It's a shame it costs so much, not far behind the 3dsmax subscription price. Surprised they haven't updated the CE edition, looks like an opportunity there, especially when a lot of pe...
by Evak
Tue Jun 23, 2009 4:59 pm
Forum: Artists & Content Creators
Topic: "Next version of OgreMax coming"
Replies: 19
Views: 2146

Re: "Next version of OgreMax coming"

yeah but you would think the author would mention it somewhere. Otherwise its just a rumour by someone with only 3 posts to their name. Hardly inspires confidence, especially when Derek doesn't update his own web page or post a news update in his forum explaining anything. I do hope the guy is ok, h...
by Evak
Fri Jun 19, 2009 6:58 pm
Forum: General Discussion
Topic: Need Advice... what GUI renders quickest?
Replies: 22
Views: 2113

Re: Need Advice... what GUI renders quickest?

The CEGUI editors improved a LOT in the last few months. I didn't find the imageset editor buggy at all. Only two things that caught my attention were: Absolute path on save (have to edit the path at the top of the .imageset manually) Loading PNG's is a pain since they arent recognised in the file d...
by Evak
Fri Jun 19, 2009 5:30 pm
Forum: General Discussion
Topic: Ogre vs Torque3d
Replies: 31
Views: 4440

Re: Ogre vs Torque3d

Oh here you go, I found Ben Garneys GG blog which links to his main site. http://www.garagegames.com/community/blogs/view/15831 Regarding Atlas terrain and DTS triangle collisions.. I brute-forced it - every triangle as its own convex. Torque ran this approach like a champ as long as you didn’t feed...
by Evak
Fri Jun 19, 2009 7:18 am
Forum: General Discussion
Topic: Ogre vs Torque3d
Replies: 31
Views: 4440

Re: Ogre vs Torque3d

I spent years trying to persuade the torque devs to add more than 1 UV to their engine, and improve the art pipeline. Being an artist I wasn't one of those people that could rewrite the engine to suit my purposes and every coder I knew bar one took a look and balked at the mess that was the source c...
by Evak
Tue Jun 16, 2009 5:56 pm
Forum: Artists & Content Creators
Topic: 3ds max to ogre
Replies: 9
Views: 4153

Re: 3ds max to ogre

Neoaxis seems to use the opposite coordinate system to most ogre apps. X front Z up, also has its own material system so I'm not sure how useful a neoaxis ogre exporter would be outside of neoaxis.
by Evak
Thu Jun 11, 2009 6:58 am
Forum: Artists & Content Creators
Topic: 3ds max to ogre
Replies: 9
Views: 4153

Re: 3ds max to ogre

THe Pro version of Ofusion is on another level entirely to the CE edition. Much more predictable and comes with a ton of extra features. Unfortunately that also has its problems in that the .max files aren't compatible with CE version, and the CE scene loader doesn't work with Pro scenes. But you ca...
by Evak
Tue Jun 09, 2009 7:30 pm
Forum: Artists & Content Creators
Topic: 3ds max to ogre
Replies: 9
Views: 4153

Re: 3ds max to ogre

you can check your .scene file in a text editor and see what paths are set if any. You might also want to check your ogre apps resource.cfg and make sure the folders for textures are registered there. Sounds like ogre just doesn't know where to look for the media, and the media isn't in any of the p...
by Evak
Tue Jun 09, 2009 7:22 pm
Forum: Artists & Content Creators
Topic: CrazyBump vs ShaderMap Pro vs ?
Replies: 22
Views: 15400

Re: CrazyBump vs ShaderMap Pro vs ?

Heh cool that it used ogre, I had no idea :). And glad I could help :)