3DS Max exporter! (General Discussion)

3DS Max exporter! // General Discussion

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swe

Dec 19, 2003, 6:17pm
K, anyone know where i can get a 3ds max to rwx exporter? Truespace in my
opinion, i shit, and not looking forward to using it, and with accutrans,
the scale is always wrong, so anyone know where i can get one, or how to set
up accutrans/3ds max, to scale properly? thanx :)

-SWE

mayor taz

Dec 19, 2003, 6:47pm
http://3d.heartfall.com/maxplug/maxplug.htm

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swe

Dec 19, 2003, 8:34pm
couldnt get that working, get an error loading DLL bout rwexp.dle (the rwx
exporter plugin), when loading max 5.
so, anyone know one that works on 3DS Max 5, or how to get this one working
on it? website doesnt have much info.

-SWE

[View Quote]

tag sva

Dec 19, 2003, 9:49pm
the only rwx export plugins i have seen are for max 2.5,
maybe this is for the 2.5 version as its not stated on the
website what version this it is for.

robbie

Dec 20, 2003, 8:36am
trueSpace isn't shit, your shit ;) The reason the scale is wrong is either
because you have the world and object measurements in TS set to somthing
other than "meters" or when you save the object as RWX in accutrans your
setting the scale to something other than "10 10 10".

Anyway, don't use accutrans, use cobdump3 and be lazy like me :)

-Robbie

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swe

Dec 20, 2003, 11:31am
no, scale when exporting from 3ds max to rwx is wrong! and truespace is
shit, 3ds max is soooo much better, and cleaner ^_^ its easier to look at,
less straining to the eyes :) the colours are better (for the task bar, etc)
and it has a buncha features to make things easier!

-SWE

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ubermonkey

Dec 22, 2003, 1:33pm
This is what I do: In MAX, I always use the same scale when designing objs;
10 MAX units = 1 AW meter
This seems to work out well for me, however you could use whatever you like
(some may be more comfortable with 1 unit = 1 meter, but I find that 3dsmax
is not designed to handle objects below a certain size very well).

Then you basically just set the scale in accutrans to .01 on X/Y/Z. You can
easily figure out what to set this to should you decide to use something
other than my suggested scale by remembering that in AW 0.1 = 1m. Since
you're using 10 = 1m in 3ds, divide by 100 in this case. If you decide to
use 100 3ds units = 1m, divide by 1000, and so forth.

A note about the "3DS" format, commonly used as the exporting method: The
old 3DS file format has a lot of little glitches when exporting from a
modern format as used in MAX 5. For example, texture filenames will be
truncated after 8 characters, and any changes to pivot points of the model
elements (a very handy feature IMO) will result in a totally ruined model. I
usually export to VRML format (I knew VRML would be good for something
someday..) when I'm doing anything complex, as it keeps the texture names
and better handles some of MAX's complex modeling features.

Also, you will end up having to manually edit the resulting RWX file to get
the material properties set correctly; I have yet to find any way to
translate material details (aside from the texture assignment itself) from
MAX to RWX, however that certainly doesn't mean it's impossible.

-Monkey!

[View Quote]

ubermonkey

Dec 22, 2003, 1:42pm
Forgot to mention this one:
Using any of MAX's more complex UVW mapping modes (that is, anything aside
from planar) generally tends to result in a model which contains 2x the
original verts. As far as I can tell, this is due to RWX only being able to
handle one UV coordinate per vert and Accutrans thus being forced to create
multiple verticies to maintain the original texturing.

I'd like to take this moment to petition for multle UV "layers" -- could be
easily (okay, so there's still a big change to the RWX parser and rendering
system) done by adding a third coordinate to the UV data. UV coords only
"interact" with other UV coords with the same "layer" value. Then, allow for
multiple sets of UV coords per vert, assuming each one has a different
"layer." If two layers overlap on a part of the model, use the one with the
highest layer id. It would perhaps take a bit of curious logic, but I can
see it working out in theory.

Here's a question for anyone who knows Truespace: Can you have multiple UV
coords to a vert, or does using a complex mapping mode also result in a vert
doubling?

-Monkey!

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