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Re: Easy Ogre Exporter for 3DSMAX

Posted: Sun Dec 30, 2018 1:10 pm
by arkeon
Sure feel free to contribute!

Re: Easy Ogre Exporter for 3DSMAX

Posted: Sun Dec 30, 2018 5:09 pm
by Crashy
Great, I'm almost done, although I've spent most of the time making it compile :)

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Jan 03, 2019 4:07 pm
by Crashy
Allright, I've done the stuff I wanted to do, but before doing a pull request I wanted to check a few things
Link to my fork:
https://github.com/LMCrashy/EasyOgreExp ... its/master

1-There already was a exportMaterial boolean that was always true, I've just plugged it to a checkbox
2-I've implemented the #noprompt feature so we can export using maxscript using this command

Code: Select all

exportFile "test.mesh" #noPrompt selectedOnly:true
3-To export mesh only, I've added a second exporter, derived from the scene exporter, that behaves like this:
  • If there is only one object selected, the exported mesh is named after the output filename.
  • If there are multiple objects selected(or no selection), exporter behaves like the .scene exporter, but doesn't write any .scene file.

There are two things that did Ogremax and that are not done for the moment:
  • .mesh export was enabled only through the "export selected" menu, not from the "export". I don't know how to make such a restriction
  • When exporting to .mesh with multiple object selected, Ogremax was merging them in a single .mesh file, which was convenient in some cases. This is possible to do but obviously requires more work.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Fri Jan 04, 2019 9:43 am
by arkeon
Check https://github.com/TaaTT4/EasyOgreExpor ... -vaevictis
it seems someone else already make some similar changes I didn't notice before ^^

Also update your master, your version is missing some late changes.
I'll merge all your changes once it seem correct to you, maybe also some corrections from https://github.com/TaaTT4/EasyOgreExporter

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Jun 13, 2019 9:09 pm
by Hotshot5000
I have some meshes in FBX format that are exported to Ogre Mesh version 1.10 by using Easy Ogre Exporter. After that I convert the mesh from 1.10 to 2.1 using

Code: Select all

OgreMeshTool_d.exe -e -t -ts 4 -O puqs -v2 ship0.mesh ship0v21.mesh
The curious thing about this is that in game, no matter how big or small do I scale the mesh I always get it at the same size. Basically very small, covering only a few pixels on screen.

Any idea what might cause this weird behavior?

EDIT: I use the defaults when exporting with Easy Ogre Exporter.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Jun 13, 2019 9:35 pm
by Crashy
Did you use "reset xform" ?

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Nov 04, 2019 8:42 pm
by Franckb
Hi
i am working on a maxScript script to export some .max to .mesh using EasyOgreExporter. i was wandering if there was a way to set the export option values directly in the script so that my users would only have to press a button and be done. I saw that some work had been done to make the #noPrompt argument work but i doesn't seem to have made it in the current release yet.
thanks

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Nov 07, 2019 10:10 am
by arkeon
Hello,

it seems someone made a fork for this.
I don't have time right now to rebuild it all for max 2020 but I'll try to do it soon and maybe add some features from other forks

Re: Easy Ogre Exporter for 3DSMAX

Posted: Fri Nov 29, 2019 7:03 pm
by arkeon
EOE V3.2.2
- now support max 2020

http://wiki.ogre3d.org/Easy+Ogre+Exporter

Re: Easy Ogre Exporter for 3DSMAX

Posted: Tue Jan 14, 2020 2:38 pm
by zaki
Hi!

I would like to request up-to-date build instructions for EOE.
The reason being that I tried to follow every build instruction I found (the one in the readme, and the one I found here from 2014) and I could not get it to build.
I'm using MSVSC 2019, the stable ogre SDK snapshot from https://www.ogre3d.org/download/sdk (OGRE 1.12.4 MSVC SDK), and 3DS MAX 2020.
If there is no other reliable solution, I can fall back to using an earlier version of visual studio, but I would like to keep my setup if possible.

If someone could clarify exactly what paths I need to use for what files and folders (dependencies and whatnot), that would already help a lot, but I'm a noob, so I would greatly appreciate step-by-step instructions.

Thank you in advance & I will update this post should I get close(r) to a solution.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Feb 06, 2020 12:59 pm
by arkeon
Hello,

I use a old version of Ogre 2.0, you can try to update the code to the latest Ogre version.
I'll will not have time soon to do it

Re: Easy Ogre Exporter for 3DSMAX

Posted: Sat Feb 15, 2020 5:58 am
by file2mail
EasyOgreExporter.dle for 2020 is still v3.2.1, even in the EOE installer

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Feb 22, 2021 8:27 pm
by AGP
Are you working on a 3ds max 2021 version? Please say so. I really need it, and I've been waiting for ages.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Tue Feb 23, 2021 5:48 am
by hedphelym
3dsmax 2020 plugins works in 3dsmax 2021 as well, no recompilation needed between those two version.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Tue Feb 23, 2021 6:57 am
by AGP
Thank you. You should add 2021 to its description, then.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Nov 02, 2023 8:32 am
by EricB

My art contractor attempted to use shaders generated by EOE. I no longer have CG in my 64-bit builds. The GLSLES shader doesn't render in my game nor in Ogre Meshy. (The CG shader works fine in the latter.) I attempted an automatic CG to GLSL converter via cgc.exe, but it failed with a few errors.

Since CG shaders have been dead for 12 years now, is there a chance we could get proper HLSL and GLSL output from EOE? Do you have a price? :) It's only a matter of time before Metal and Vulcan shaders become a requirement.

In the meantime, I guess I will throw CG into my 64-bit build and hope I can get it working.


Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Nov 02, 2023 12:36 pm
by sercero

Somone said that CG shaders are mostly HLSL, have you tried converting to that shader language?


Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Nov 02, 2023 2:19 pm
by EricB
sercero wrote: Thu Nov 02, 2023 12:36 pm

Somone said that CG shaders are mostly HLSL, have you tried converting to that shader language?

I think it can be done, (I believe Unity does it), but how would you go about using HLSL in OpenGL on Linux/Mac with Ogre3D? SEO bubbles have made it hard for me to find an answer to that via search.

I've completely sucked for the last 15 years at shaders on Ogre to the point I don't even really use them unless they work out of the box from third-party code. :lol:

Also note, I'm still on the DirectX9/OpenGL2 renderers. My community has not paid for me to upgrade the engine. They want all these new features, but don't want to upgrade the plumbing. :)

Anyway, I will use cg for now (or fix the compiled cg output to work). But it would really be nice to have EOE export hlsl, glsl, glsles, SPIR-V, and Metal since that's the future. Sadly, I'm not the one who can contribute the code. But if someone wants to put a bounty out for it, I will gladly contribute coin.


Re: Easy Ogre Exporter for 3DSMAX

Posted: Fri Nov 03, 2023 12:44 pm
by sercero

The latest versions of OGRE have a unified shader language, but it is based on GLSL.


Re: Easy Ogre Exporter for 3DSMAX

Posted: Sat Nov 04, 2023 5:59 am
by EricB
sercero wrote: Fri Nov 03, 2023 12:44 pm

The latest versions of OGRE have a unified shader language, but it is based on GLSL.

I went ahead and implemented Cg shaders, and everything is working fine. So long as it doesn't break on future OS, it'll work until my Mac users start throwing money at me for ARM and Metal ports. Then, I'll have to look for other solutions or pay someone to rewrite them.

Speaking of which, I came across this on Paroj's Ogre Evolution proposals: https://github.com/OGRECave/evolution/b ... acement.md

I don't need it yet, but if/when I do, maybe I can grease the wheels to move this to a higher priority.