Jump to content

Recommended Posts

Posted

EDIT: The manual misses the part of automatic lod creation. Whats the object naming convention for it?

Strange... It must be there. Anyway naming convention is objectNameLODxx, xx-level of LOD

Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64

3ds max / photoshop CS3 / C++

http://www.arbuznikov.com

  • 3 months later...
Posted

Does anybody have any problems with this tool? Or maybe someone has suggestions about functionality.

 

Im going to make new release with some fixes and one new option.

Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64

3ds max / photoshop CS3 / C++

http://www.arbuznikov.com

Posted

MAybe letting it create a simple basic .lua so the common adjustments are available right after import.

I'm reading threads from time to time where people ask how they can enable options for a model.

 

This is just a simple request. You tool is really nice and feels complete.

 

Ok, batch exporting would be nice too. So I can process a directory of files. :)

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

Posted

Actually it is already supports automatic generation of lua files :) It passes all user defined properties in lua file. So in the editor you can edit them. :P I described this process in pdf.

Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64

3ds max / photoshop CS3 / C++

http://www.arbuznikov.com

  • 2 weeks later...
Posted

I have a strange problem with the automatic LoD expoter. I used it a lot but now it seems to be some kind of broken after my re-install with the new rig. :huh:

 

Object names: mud_wall_middle_5m and mud_wall_middle_5mLOD1

 

I would like to use this name: projectname_walls_mudwall-middle-5m.gmf

 

I select both object and hit export.

After export the two models are merged into one (!!) model not two. I have no idea why the exporter is doing this.

 

I tried several objects and have no idea why it happens. I think there should be two models.

post-6-065864700 1279571061_thumb.jpg

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

Posted

You shouldn't select lod object in max. Only the base object. The exporter exports LOD only if selection count == 1 unless you check Export to separate files.

Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64

3ds max / photoshop CS3 / C++

http://www.arbuznikov.com

  • 1 month later...
Posted

Ok now it seems I'm trapped again. This time .phy generation is giving me headache somehow.

 

I have this export options. Physics mesh is just a cube.

 

post-6-009825000 1282495435_thumb.jpg

 

I tried the other option too but if I place the vegetation the tree branches are physicalized ingame too and not my custom mesh is used.

 

edit: It's 3dmax 2010 x64

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

Posted

The exporter makes it this way: it exports a model to OBJ file (using settings of OBJ exporter used last time) Then it runs obj2phy.exe to convert obj-file to phy-file.

 

So what exactly do you have? Does obj2phy dos window appears during exporting? Check if you have Obj2phy.exe in scripts\sturtup folder? And check the 3dsmax OBJ exporter settings (just export something to obj one time. Then the exporter will use these settings).

Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64

3ds max / photoshop CS3 / C++

http://www.arbuznikov.com

  • 8 months later...
  • 4 months later...
Posted

Running in max 2012x64, works perfectly. Great Job.

It's like JFK announcing the moon mission. He had no expertise in space travel, and no way of knowing if it would work. He just announced "we're going to the moon" and then they made it happen because everyone was on the same page and working towards the same goal. If he had said "well, let's get some people in space, and we'll see how far out we can get, and if I find someone to make a rocket strong enough, we could possibly approach the moon's orbit and maybe land" it wouldn't have happened.
  • 4 years later...
Posted

Hey everyone. I know it is a 5 year old topic. But i am stuck and in need of help.

 

A while ago (like 5-6 years) some guys in my company used leadwerks 2.3 to create a simulator. I need to update the map for myself right now. (to another airport model). But i am stuck. I have a lot of experience in unreal engine 4 and 3ds max. But i cannot even upload an object to leadwerks properly. The link for the plugin is dead right now. Could anyone have the plugin or could you suggest me a workaround?

 

a note: i need to use leadwerks 2.3. Dont want to work on the physics from scratch.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...