New Easy Ogre Exporter for 3ds Max
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
really weird ^^
I'll try to see if I can force the combo height by code..
the shader combo do the same ?
I'll try to see if I can force the combo height by code..
the shader combo do the same ?
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- Halfling
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Re: New Easy Ogre Exporter for 3ds Max
yes, same thing with the shader combo.the shader combo do the same ?
S.
http://bulostudio.com: website and devlog of a small indie studio working on SHMUP CREATOR
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- Gnoblar
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Re: New Easy Ogre Exporter for 3ds Max
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.
I'll post back when I have my artist make a much bigger scene than just a few boxes.
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
Great
I don't have any beautiful 3d scene to demonstrate the exporter, if you have some you can show us please do !
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
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
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.
It should works now
V 9.6 online
please tell me if it works now.
OpenSpace 3D Project manager
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- Halfling
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Re: New Easy Ogre Exporter for 3ds Max
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.
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!
https://twitter.com/bulostudio : follow me on twitter!
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
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
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- Kobold
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Re: New Easy Ogre Exporter for 3ds Max
I really want to use this exporter, but i couldn´t get CAT to work with the motion mixer
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
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
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
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- Orc Shaman
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Re: New Easy Ogre Exporter for 3ds Max
Small note - I haven't yet test the exporting but the "cancel" button is not in English
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
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
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
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- Orc Shaman
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Re: New Easy Ogre Exporter for 3ds Max
My system is English and cancel shows as French
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
ok thanks I'll look at this
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
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
- 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
http://www.openspace3d.com
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- Gnoblar
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Re: New Easy Ogre Exporter for 3ds Max
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.
Thanks in advance.