New Easy Ogre Exporter for 3ds Max

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

really weird ^^
I'll try to see if I can force the combo height by code..
the shader combo do the same ?
OpenSpace 3D Project manager
http://www.openspace3d.com
User avatar
suny2000
Halfling
Posts: 89
Joined: Sun Sep 06, 2009 12:36 pm
x 18

Re: New Easy Ogre Exporter for 3ds Max

Post by suny2000 »

the shader combo do the same ?
yes, same thing with the shader combo.
S.
http://bulostudio.com: website and devlog of a small indie studio working on SHMUP CREATOR
https://twitter.com/bulostudio : follow me on twitter!
MisterMage
Gnoblar
Posts: 4
Joined: Sun Mar 25, 2012 3:40 am

Re: New Easy Ogre Exporter for 3ds Max

Post by MisterMage »

I haven't tried it extensively yet but I did load a basic .scene with the DotSceneLoader and it worked wonderfully. I did have a problem where I didn't change the Ogre Version, I am using 1.7.4, and I guess Ogre 1.8 meshs aren't compatible? Anyway simple mistake on my part but so far so good.

I'll post back when I have my artist make a much bigger scene than just a few boxes. :D
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

Great :)

I don't have any beautiful 3d scene to demonstrate the exporter, if you have some you can show us please do !
OpenSpace 3D Project manager
http://www.openspace3d.com
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

wohh ... I found the bug about the combo height, max.h define the windows version on windows 2000 from max 2009 and the automatic combo height and CB_SETMINVISIBLE is only from windows XP ^^
It should works now :)

V 9.6 online
please tell me if it works now.
OpenSpace 3D Project manager
http://www.openspace3d.com
User avatar
suny2000
Halfling
Posts: 89
Joined: Sun Sep 06, 2009 12:36 pm
x 18

Re: New Easy Ogre Exporter for 3ds Max

Post by suny2000 »

I tried the 0.96 version, and the combos still doesn't work... :(

Another thing :
There is a very usefull option in ogremax, which permit to export only one mesh when it is instanciated in 3dsmax. I think this is the right thing to do. For ex, no need to export 1000 time the same tree mesh in a level if all the trees are instances.

So, for now, the fact that the plug-in doesn't store preferences (and that I must choose at every export the ogre version, the
material subdirs etc., which is annoying) and the fact that the plug-in exports instances as individual meshes are the only real problem I encouter in my daily uses. It's almost perfect :)

I'll try exporting animation during the week-end.

S.
http://bulostudio.com: website and devlog of a small indie studio working on SHMUP CREATOR
https://twitter.com/bulostudio : follow me on twitter!
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

The config preferences are stored since the 9.5 version. if this is not the case verify that you don't made a mistake when you copy the dle file into you max/plugins folder
OpenSpace 3D Project manager
http://www.openspace3d.com
SpeCter
Kobold
Posts: 38
Joined: Mon Apr 20, 2009 4:10 pm
x 1

Re: New Easy Ogre Exporter for 3ds Max

Post by SpeCter »

I really want to use this exporter, but i couldn´t get CAT to work with the motion mixer :(
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

Someone give me a tip today
About tags in the track line, I'll try to see if I can get this to defines animations instead of the motion mixer
Stays tuned
OpenSpace 3D Project manager
http://www.openspace3d.com
drwbns
Orc Shaman
Posts: 788
Joined: Mon Jan 18, 2010 6:06 pm
Location: Costa Mesa, California
x 24

Re: New Easy Ogre Exporter for 3ds Max

Post by drwbns »

Small note - I haven't yet test the exporting but the "cancel" button is not in English :)
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

Lol you're right I didn't noticed that thanks ;)


Edit:
You're talking about the screenshot ?!
This is because my system is localized in French :)
It should depend of the system language
OpenSpace 3D Project manager
http://www.openspace3d.com
drwbns
Orc Shaman
Posts: 788
Joined: Mon Jan 18, 2010 6:06 pm
Location: Costa Mesa, California
x 24

Re: New Easy Ogre Exporter for 3ds Max

Post by drwbns »

My system is English and cancel shows as French
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

ok thanks I'll look at this
OpenSpace 3D Project manager
http://www.openspace3d.com
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

New version available: 0.97

- force default locale for xml content (floats with dot delimiter)
- correction on inch to meter conversion (warning the exporter always export to meter, use meter as unit to get 1:1 ratio on units)
- manage track line time tags to split animations (easier than the motion mixer)
- correct the "cancel" button localization
OpenSpace 3D Project manager
http://www.openspace3d.com
weaklyinteractinwimp
Gnoblar
Posts: 6
Joined: Fri Mar 07, 2014 5:18 am

Re: New Easy Ogre Exporter for 3ds Max

Post by weaklyinteractinwimp »

Hi, i'm trying to export a simple model, just a rectangle, in 3D Studio Max 2013 x64, but i only get a .scene and a material file - there is no mesh file. Looking at the logs, i get a message like "Warning: skipped faces". Could someone please explain why i get that error message? As of this writing i get this error for every model i've tried to export using the plugin.
Thanks in advance.