View Poll Results: what is the most used editor for modding?

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  • MilkShape 3D

    36 56.25%
  • 3dstudio Max

    27 42.19%
  • other

    2 3.13%
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Thread: World - 3dstudio max's scripts

  1. #101
    irishron's Avatar Cura Palatii
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    Default Re: MaxScript version for World and WorldCollision files

    Triangle is the basic polygon. Everything else visual is based on it.

  2. #102

    Default Re: MaxScript version for World and WorldCollision files

    what is the question, because i don't understand ? If you create a generic object in 3dstudio and after convert in Etitable mesh, the script export the triangles or faces... obvious...
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  3. #103
    Nesimî's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    No, I mean why does CA use triangles in their models while they use 3D studio Max, which mostly uses quads..
    On another note, are splines visible ingame?
    shum

  4. #104

    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by MemduhG View Post
    No, I mean why does CA use triangles in their models while they use 3D studio Max, which mostly uses quads..
    On another note, are splines visible ingame?
    Max is a powerful program, it work with a lot of information, you can detach UVW faces and not in 3d, but the mesh must be exported like Standard Mesh, for OpenGL: in the Computer Graphic exist only Faces with tree vertex. If you want learn more go to wikipedia.
    In fact if you export in .3ds your objects are re-tessellate and in editable_poly there are a special tool called "ReTriangulate" to show the hidden triangle.
    Try to make a quads in max and after move the vertex, if you look there are 2 triangles !!! but max show only one quads !!!!

    So a spline can't be visible because haven't a surface and because all mesh file of game are a triangle data.
    If you import the village with my script (at the moment only level1) you can look a editable_spline called "Deployment Line", but isn't a "visible mesh", it only the big red line when you start the battle and you dislocate units.
    Last edited by johnwhile; September 01, 2010 at 04:06 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  5. #105
    Auto-Nabishtam's Avatar Civis
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    Default Re: MaxScript version for World and WorldCollision files

    English!!!English Tutorial Please Please and Please!

  6. #106

    Default Re: MaxScript version for World and WorldCollision files

    ok, now i found a translator .
    For the shadow problem i think is the quads data (after vertex and before uv) i think ther are the Normal coordinates but o don't understand now convert it:
    i think this is the Glossies or vertex color:
    Code:
     5  quad sets count... 
     40     63      8   1536  
       0    0    0  255
       0    0    0  214
       0    0    0  255
       0    0    0  255
       0    0    0  255
       0    0    0  141
       0    0    0  208
    ...
    Code:
    this i don't know....
    40     65      9   1536  
       0    0    0    0
       0    0    0    0
       0    0    0    0
       0    0    0    0
       0    0    0    0
       0    0    0    0
       0    0    0    0
    ...
    In the GOAT tool of Knight Errant he say "Normals"...
    Code:
    40     67      3   1536  
     127  225  209    0
     127  225  209    0
     128  229  204    0
     127  227  206    0
     127  127  255    0
     127  127  255    0
     127  127  255    0
     127    0  127    0
     127    0  127    0
    ...
    and this is the UV coordinates
    Code:
     40     71     4   1536  
     255  135  255  127
     255  143  255  127
     255  143  255  135
     255  135  255  135
     255  135  255  143
     255  135  255  141
     255  143  255  141
     254  135  255  141
     254  143  255  141
     254  143  255  140
     254  135  255  140
    ...
    and this in the GOAT KE he say "Tangents"...
    Code:
    40     69     10  1536  
       0  127  127    0
       0  127  127    0
       0  127  128    0
       0  127  127    0
       0  127  127    0
       0  127  127    0
       0  127  127    0
     255  127  127    0
     255  127  127    0
       0  127  127    0
       0  127  127    0
    ...
    but where is Knight Errant... ???
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  7. #107
    Nesimî's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    He hasnt been logged in for a while
    shum

  8. #108
    irishron's Avatar Cura Palatii
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    Default Re: MaxScript version for World and WorldCollision files

    His last post I read said he would be away on business obligations. No time was said for his return.

  9. #109

    Default Re: MaxScript version for World and WorldCollision files

    Short Turorial , if you do not understand something tell me
    http://www.megaupload.com/?d=4XDXJDIK
    (thanks TheHousekeeper)
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  10. #110
    Nesimî's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    Im sorry to ask this again but how would this work for 64-bit?
    shum

  11. #111

    Default Re: MaxScript version for World and WorldCollision files

    NO, i don't make for 64 bit version at this moment
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  12. #112
    Auto-Nabishtam's Avatar Civis
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    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by johnwhile View Post
    Short Turorial , if you do not understand something tell me
    http://www.megaupload.com/?d=4XDXJDIK
    (thanks TheHousekeeper)
    Can you reupload it to this forums(as attachment) as I cannot download from Megaupload!

  13. #113
    Rhaymo's Avatar Artifex
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    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by Auto-Nabishtam View Post
    Can you reupload it to this forums(as attachment) as I cannot download from Megaupload!
    Team Leader De Bello Mundi

  14. #114
    Auto-Nabishtam's Avatar Civis
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    Default Re: MaxScript version for World and WorldCollision files

    Thanks pal, downloading!!??

  15. #115

    Default Re: MaxScript version for World and WorldCollision files

    ok, now i calculate the Normals and the shadow work... but there are a little issue, the shadow isn't perfect
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  16. #116
    Remlap's Avatar Lag Slayer
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    Default Re: MaxScript version for World and WorldCollision files

    Thats a problem with your model. I get them with buildings in RTW, it is something to do with how the faces are smoothed/grouped.

  17. #117

    Default Re: MaxScript version for World and WorldCollision files

    yes i know this issue, with max you can make some exercise with "normals":
    The smoothing tool in max change the "normals vector" orientation, you can simulate a smoothing group when you have a detached surface... but when the surface are attached where are only one normals per vertex so in game you can't create two smoothing groups.... in fact for building corner and edges you MUST detach the surface because the game has no way to divide the normals of two attacked surfaces (look case2). In the first image i have applied two smoothing groups but ATTENTION, in max each vertex can have maximum 4 uvw coordinates and 4 normals but in game ONLY ONE, example: try to detach a surface in uvw editor and when export in 3ds format, when you reimport the 3ds you can see a detached surface or attached uvw in uv editor (in max is UnWrap modifier)
    Last edited by johnwhile; September 05, 2010 at 11:50 AM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  18. #118

    Default Re: MaxScript version for World and WorldCollision files

    Water add, but there are a lot of problems... to resolve the ShortPad controller i put a little tool to load the tested combination.
    Last edited by johnwhile; September 23, 2010 at 11:28 AM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  19. #119
    Auto-Nabishtam's Avatar Civis
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    Default Re: MaxScript version for World and WorldCollision files

    I seggust you to take a random structure (you made via 3ds max from nothing) and explain in detail how to be inside the game? Alot of members (like me) dose not have the complete image of what have they should do, even with tutorial you made (I am sure you got exhausted during writting the tutorial and testing results) I cant stand what is thing in somthing( that perhaps I dont know what is types of files that belong to .world and it's sisters), so dear johnwhile I am planing to send you a PM for help to import a RTW building.item for example roman_blacksmith, and explain the detailed process for importing that .item to MTW2 using another types of tutorials and how to got there correct textures into the game.
    regards.

  20. #120

    Default Re: MaxScript version for World and WorldCollision files

    i must wait what wilddog complete his tool, because i'm going crazy with file structure... and he is the only one that know all world file, KE , Argantonio and Makayane are disappeared or they have decided to stop modding...
    I need a lot of "technical" information about the file.
    now i have tried to add a water objects in the village but the file are wrong... and crash.... at the moment the only solution is add the objects with IWTE

    I can make some tutorial but i think is more simple for you convert a small world file (like church_32_32.world) and look the scene, the objects property and material editor...
    Last edited by johnwhile; September 25, 2010 at 02:13 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

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