OgreMax Exporter 1.5 - With Material Editor/Viewer

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
User avatar
nedelman
Gnome
Posts: 315
Joined: Wed Feb 21, 2007 6:03 am
Location: San Francisco, California
Contact:

Post by nedelman » Wed Dec 12, 2007 6:29 pm

In the OgreMax\OgreMaxViewer\Code directory. Check the viewer documentation for which files you need if you want to integrate the scene loading code into your own project.
0 x
http://www.ogremax.com - Ogre3D Scene Exporter for 3DS Max, Maya, and Softimage
http://www.linkedin.com/in/dereknedelman - My LinkedIn Profile

User avatar
AlphaWolf
Halfling
Posts: 70
Joined: Wed Jun 13, 2007 11:12 pm

Post by AlphaWolf » Wed Dec 12, 2007 7:14 pm

Thank you. Btw nice work. Will save a lot of my time!
0 x

lartom
Gnoblar
Posts: 1
Joined: Thu Feb 21, 2008 3:40 pm

Post by lartom » Thu Feb 21, 2008 3:55 pm

Is it somehow possible to setup an animated material property like alpha from within MAX and then export that and play with ogremaxviewer?
0 x

User avatar
nedelman
Gnome
Posts: 315
Joined: Wed Feb 21, 2007 6:03 am
Location: San Francisco, California
Contact:

Post by nedelman » Thu Feb 21, 2008 5:28 pm

No.
0 x
http://www.ogremax.com - Ogre3D Scene Exporter for 3DS Max, Maya, and Softimage
http://www.linkedin.com/in/dereknedelman - My LinkedIn Profile

User avatar
manowar
Orc
Posts: 419
Joined: Thu Apr 07, 2005 2:11 pm
Location: UK
Contact:

Post by manowar » Thu Mar 13, 2008 4:25 pm

Animated material properties are not exported at the moment. Is it a planned feature ? These are common animations, especially alpha, like lartom was asking. Thanks
0 x

User avatar
yuriythebest
Orc
Posts: 468
Joined: Sun Jul 10, 2005 11:44 am
Location: Kiev, Ukraine
Contact:

Post by yuriythebest » Sat Mar 15, 2008 12:55 pm

how do I make this material in ogremax?
material bush
{
technique
{
pass
{
lighting off

ambient 1 1 1 1
diffuse 1 1 1 1
specular 0 0 0 0
emissive 0 0 0

scene_blend alpha_blend
depth_write off

texture_unit
{
texture grass.dds
tex_coord_set 0
colour_op modulate
}
}
}
0 x
asteroidWars - an OGRE game
NOOB MAKE MMORPG- the flash movie

User avatar
nedelman
Gnome
Posts: 315
Joined: Wed Feb 21, 2007 6:03 am
Location: San Francisco, California
Contact:

Post by nedelman » Sat Mar 15, 2008 8:55 pm

@manowar: It's not a planned feature but I may add it at some point.

@yuriy: I'll assume that you're wondering how to do the blend since the other settings are self explanatory. "scene_blend alpha_blend" is a shortcut for "scene_blend src_alpha one_minus_src_alpha", which can be configured in an OgreMax Pass as two separate settings: "Source Blend" and "Dest blend".

Also, to anyone else who may read this: please stop digging up this old thread. It was originally an announcement for the 1.5 OgreMax release which is now over 4 months old and very outdated.

For any questions or problems you should use the forums at http://www.ogremax.com. It's my site so I actually monitor it, which means you'll get a quick response. If you post anywhere else, you're taking your chances that I'll see your post, which may or may not happen.
0 x
http://www.ogremax.com - Ogre3D Scene Exporter for 3DS Max, Maya, and Softimage
http://www.linkedin.com/in/dereknedelman - My LinkedIn Profile

User avatar
yuriythebest
Orc
Posts: 468
Joined: Sun Jul 10, 2005 11:44 am
Location: Kiev, Ukraine
Contact:

Post by yuriythebest » Sun Mar 16, 2008 3:23 pm

thanks that did the trick!
0 x
asteroidWars - an OGRE game
NOOB MAKE MMORPG- the flash movie

User avatar
xlarrode
Gnoblar
Posts: 1
Joined: Thu Jun 08, 2006 10:19 am

Post by xlarrode » Thu Mar 27, 2008 10:55 am

Is it possible to make the environment element an option ?
Because we are using a lot of different .scene on our application and so i have to modify by hand all new generated .scene...

Thanks a lot
0 x

User avatar
nedelman
Gnome
Posts: 315
Joined: Wed Feb 21, 2007 6:03 am
Location: San Francisco, California
Contact:

Post by nedelman » Thu Mar 27, 2008 2:10 pm

If you want to skip the environment when loading a scene, just pass in the SKIP_ENVIRONMENT flag when calling OgreMaxScene::Load()
0 x
http://www.ogremax.com - Ogre3D Scene Exporter for 3DS Max, Maya, and Softimage
http://www.linkedin.com/in/dereknedelman - My LinkedIn Profile

User avatar
xabila
Goblin
Posts: 225
Joined: Mon Jun 05, 2006 9:40 am
Location: rennes [FR]

Post by xabila » Thu Mar 27, 2008 2:44 pm

Well i don't use your loader, but the OpenMASK one...
So yes could be a cool feature...
0 x

User avatar
madmarx
OGRE Expert User
OGRE Expert User
Posts: 1668
Joined: Mon Jan 21, 2008 10:26 pm

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by madmarx » Wed Dec 24, 2008 2:57 pm

Hi Derek,

I can't see you anymore on ogremax.com.
(No more posts, no more releases for one month whereas normally you answer in a day)

Are you fine?

Happy Christmas,

Pierre
0 x
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0

User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
Contact:

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by jacmoe » Wed Dec 24, 2008 4:08 pm

Did it occur to you that he's on holiday? :)
0 x
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.

User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
Contact:

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by jacmoe » Wed Dec 31, 2008 4:52 pm

I just made this *sticky*. :wink:
0 x
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.

TnTonly
Gnoblar
Posts: 8
Joined: Tue Jul 08, 2008 5:47 pm

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by TnTonly » Sat Feb 21, 2009 10:18 am

Well, I just have such a newbie question, since I'm not familiar with the content creator. Well, I need an ogre .mesh file, but when I export from 3dmax, I have so many .mesh files, each for a geometry. There's also a .scene and .material too, and I will have a look at how to use them later. I just want to ask some questions: When I load the .scene file using OgreMaxScene.hpp, will I use the OgreMaxScene the same as the Ogre's SceneNode? And if I want to export to a single mesh just like the Ogre default model, how can I do that?
0 x

User avatar
madmarx
OGRE Expert User
OGRE Expert User
Posts: 1668
Joined: Mon Jan 21, 2008 10:26 pm

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by madmarx » Sat Feb 21, 2009 11:45 am

You merge the mesh together : either with meshmagick (after exporting), or with a custom maxscript(before exporting).
Note that "one part -complex meshes" can have easily bad edgelist created, and that means if you use stencil shadow errors in the shadow.

>>>>>When I load the .scene file using OgreMaxScene.hpp, will I use the OgreMaxScene the same as the Ogre's SceneNode?
Yes, that is the idea. Indeed, I just attach the created scene node to the ogre::scenenode that I want to display the content of the .scene.
0 x
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0

TnTonly
Gnoblar
Posts: 8
Joined: Tue Jul 08, 2008 5:47 pm

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by TnTonly » Sat Feb 21, 2009 6:23 pm

Thank you, I will try meshmagick later. Currently I'm trying to load the scene file, as you said.
Yes, that is the idea. Indeed, I just attach the created scene node to the ogre::scenenode that I want to display the content of the .scene.
But I got the following error
Error 1 error C2664: 'Ogre::SceneNode::attachObject' : cannot convert parameter 1 from 'OgreMax::OgreMaxScene *' to 'Ogre::MovableObject *'
Hey, don't look at me like that, I'm just new to Ogre and OgreMax T__T
0 x

User avatar
madmarx
OGRE Expert User
OGRE Expert User
Posts: 1668
Joined: Mon Jan 21, 2008 10:26 pm

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by madmarx » Sun Feb 22, 2009 1:09 pm

Hey, don't look at me like that, I'm just new to Ogre and OgreMax T__T
This made my day :lol: .

Ok you need to call 2 function when loading.

Ogremax_Scene = new OgreMax::OgreMaxScene();
Ogremax_Scene->Load("myfirstscene.scene",mWindow);

But if you look at the doc, you see that you can specify a SceneNode as a parameter.

So
0/(add the resource into the resourcemanager if needed)
1/ create your SceneNode
2/ load with the scenenode as a param.

Next time, check the forums (ogre or ogremax forums) before asking. :wink:

Code: Select all

/** 
         * Loads a scene from the specified file. 
         * @param fileNameOrContent [in] - The name of the file to load. This file name can contain a directory path
         * or be a base name that exists within Ogre's resource manager. If the file contains a directory path, 
         * the directory will be added to Ogre's resource manager as a resource location and the directory will be 
         * set as a base resource location. If the file doesn't contain a directory path, and assuming 
         * If the FILE_NAME_CONTAINS_CONTENT flag is specified as a load option, this parameter is treated
         * as though it is the scene file itself. That is, the string contains the scene file XML.
         * SetBaseResourceLocation() hasn't already been called elsewhere, no resource location configuration 
         * will occur during the load
         * @param renderWindow [in] - The render window in use
         * @param loadOptions [in] - Options used to specify the loading behavior. Optional.
         * @param sceneManager [in] - The scene manager into which the scene is loaded. Optional. If not specified, 
         * the scene manager specified in the scene file will be used to create a new scene manager
         * @param rootNode [in] - Root node under which all loaded scene nodes will be created. If specified,
         * this should be a scene node in the specified scene manager
         * @param callback [in] - Pointer to a callback object. Optional.
         * @param defaultResourceGroupName [in] - The resource group name that is used by default when
         * creating new resources. Optional.
         */
        void Load
            (
            const Ogre::String& fileNameOrContent, 
            Ogre::RenderWindow* renderWindow,
            LoadOptions loadOptions = NO_OPTIONS,
            Ogre::SceneManager* sceneManager = 0, 
            Ogre::SceneNode* rootNode = 0,
            OgreMaxSceneCallback* callback = 0,
            const Ogre::String& defaultResourceGroupName = Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME
            );

0 x
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0

TnTonly
Gnoblar
Posts: 8
Joined: Tue Jul 08, 2008 5:47 pm

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by TnTonly » Sun Feb 22, 2009 2:21 pm

Thank you so much, that works!

Actually I've come to ogremax forum but it seems to be too messy for me to find the information. Here comes your help! :wink:

Is it darker than it's in the 3dmax? :-?
0 x

budong4585
Gnoblar
Posts: 1
Joined: Fri Apr 03, 2009 7:02 pm

Re: compared to ofusion?

Post by budong4585 » Fri Apr 03, 2009 7:30 pm

mklann wrote:first of all: great work!

Let me try to understand that: short of the real-time viewport ogremax offers more or less the same as oFusion, and ogremax is open source, so everybody interested (and capable) could contribute to the development?

Have you ever considered adding a real-time viewport?

I think an open-source community-developed 3ds-exporter is great for the ogre community - so I'd love to see this grow.

Best,

Markus
yeah your that was i actually using right now....


_________________
My ka-blogs site | urban net zone | doctor is out | my little blogs
0 x

User avatar
evilshadow
Kobold
Posts: 26
Joined: Sat Dec 20, 2008 4:29 pm
Location: Asia

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by evilshadow » Fri Apr 10, 2009 1:59 am

Can't find the "OgreMaxViewer.sln" file:

Hi all, I wanted to compile the OgreMaxViewer project, but I couldn't find the "OgreMaxViewer.sln" file in the downloaded source from http://www.ogremax.com/OgreMax-1.6.23.rar...
But I could get the "OgreMaxWinViewer.sln" in the \OgreMax1.6.23\OgreMaxWinViewer\Projects\VisualStudio folder...
So, where can i get the "OgreMaxViewer.sln" file to build the project? Thanks so much...^_^
0 x
The dark side of the moon...

User avatar
Evak
Orc Shaman
Posts: 707
Joined: Sun Apr 02, 2006 7:51 pm
Location: Sacramento, CA
Contact:

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by Evak » Sat Apr 11, 2009 11:32 pm

Ogremax is for the most part comparable to ofusion CE and in some ways better, both do some things differently and Ofusion Pro has a few more features. One being that it converts .fx shader files loaded into 3dsmax DX material into ogre shader materials with the click of a button as well as realtime shaderFX shader conversion in the Ogre viewport. The OSM scene format is more extensive and comes in Binary and XML formats, and also has a serializer for saving OSM scene files.

I think Ogremax is an excellent choice if your on a budget. Ofusion has quite a high price but is generally worth it. Ogremax really can't be beat being free and complete with source, there isn't a competing exporter available for non commercial use.
0 x

kweinberg
Gnoblar
Posts: 1
Joined: Tue Jun 02, 2009 5:23 pm

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by kweinberg » Tue Jun 02, 2009 5:25 pm

I am unable to access http://www.ogremax.com for several days now. Is anyone else able to access the website and download the OgreMax Exporter solution?
0 x

User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
Contact:

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by jacmoe » Tue Jun 02, 2009 5:30 pm

Site is up for me.
0 x
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.

User avatar
nedelman
Gnome
Posts: 315
Joined: Wed Feb 21, 2007 6:03 am
Location: San Francisco, California
Contact:

Re: OgreMax Exporter 1.5 - With Material Editor/Viewer

Post by nedelman » Tue Jul 07, 2009 8:12 am

Yes, the site is most definitely up.

Also, can the admins please lock this thread or at least un-sticky it? It's a little weird seeing any kind of discussion under OgreMax 1.5. That release is ancient history - it came out nearly 2 years ago.
0 x
http://www.ogremax.com - Ogre3D Scene Exporter for 3DS Max, Maya, and Softimage
http://www.linkedin.com/in/dereknedelman - My LinkedIn Profile

Post Reply