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Thread: Mesh/Cas/Engine - MaxScript version of GOAT tool

  1. #1

    Default Mesh/Cas/Engine - MaxScript version of GOAT tool

    The tool is designed to work directly with *.mesh and *.cas file in 3dstudio max.

    the scripts
    Milkshape_utilities (workinprogress).ms used to work with milkshape and 3dstudio, i can't meke a plugin version because the *.dll must be compiled for each 3dsmax version...
    MeshCas_utilities.ms used for mesh (soldier, mounts, engines), cas (animation , NOT stratmap and similar) , modelreferencepoint , modeltraversablenetwork (not completed)
    Vegetation_utilities.ms used for vege_model, worldterrain, worldvegetation, worldpatchfinding
    Building_utilities.ms used for building



    VIDEO TUTORIALS WITH SRT SUB (ITA + ENG) Use VLC (free and portable version) and select Ita or Eng subtitles, Windows media player isn't a good programm...
    Mesh (basic):
    Animation (basic): https://dl.dropbox.com/u/47659776/Tu...on%20Basic.rar
    Build Siege Engine (advance):
    Auto LODS generator : comment #191


    ATTENTION now the script don't apply a default texture map for normal mesh's unit, but read also the material name to export the different string. Reading some original file i found this relations:
    "caratterlod0" --> for Lod = 0
    "caratterlod1" --> for Lod = 1
    "caratterlod2" --> for Lod > 2
    the same for "siegeenginelod0"


    If dropbox link are dead is possible this issue
    Hi John,
    This email is an automated notification from Dropbox that your Public links have been temporarily suspended for generating excessive traffic. Your Dropbox will continue to function normally with the exception of Public links.
    This suspension is temporary (3 days for the first time).
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    Last edited by johnwhile; September 29, 2012 at 12:18 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

  2. #2
    +Mr.Crow+'s Avatar VIVERE MILITARE EST
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    italian do it better!...+rep my friend
    BELLUM CRUCIS 7.0 Co-Director
    PERSONAL PROJECTS: CSUR || WARWAGON

    Quote Originally Posted by Cyprian2 View Post
    As far as I'm concerned, you've done something that CA should have thought of a long time ago. You should be on their pay-roll!

  3. #3
    Slaxx Hatmen's Avatar This isn't the crisis!
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    Interesting. So this means that you directly import a .mesh file to 3dsmax without going through Milkshape? I happen to own both but I'd like to cut out the middle-man if it's possible.(Not dissing on Milkshape, just saying.)
    Last edited by Slaxx Hatmen; January 18, 2011 at 08:00 PM.
    Under the patronage of Basileos Leandros I

  4. #4

    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    This is important especially to work with new skeletons and siege engine. In fact the goat have some bug re-importing siege engine mesh. The innovation is that now we can work very well with animations and we can create a lot of tools to work better
    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. #5
    Slaxx Hatmen's Avatar This isn't the crisis!
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    Sweet.
    Under the patronage of Basileos Leandros I

  6. #6
    DAVIDE's Avatar QVID MELIVS ROMA?
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    is this for buildings there?

  7. #7
    Marcus Agrippa Vipsanius's Avatar TRIBVNVS PLEBIS
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    +rep my friend

  8. #8

    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    Quote Originally Posted by davide.cool View Post
    is this for buildings there?
    no, i make this script because i need a better tool to work with animations for De Bello Mundi Mod and to resolve some problem of new skeletons. KE is disappeared and i can't understand his tool.
    So i want always share what I do with the modder's comunity... maxscript is the future
    Last edited by johnwhile; January 19, 2011 at 02:36 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

  9. #9
    boboav's Avatar Decanus
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    Very good, + rep
    Modder of "Bellum Crucis" and "De Bello Mundi"

  10. #10

    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)


    add --> *.cas file of models_effects folder (models_missile folder not tested... but is a heredity of RomeTw so not used in med2tw)
    Last edited by johnwhile; January 25, 2011 at 05:08 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

  11. #11
    alin's Avatar Campidoctor
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    Great stuff, exporter works just fine until now. Changing the basics but the new ability to save the normals is great for me.

    Thank you for the tool, hope you'll be able to fix the rest of it and keep up the good work.

  12. #12

    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    thanks, infact is and alpha version, i must complete the problem of dependent skeleton so i make two options:
    1) Import only bone assignements: don't utilize skeleton but only the bone information in the mesh file (utilize it only for build units)
    2) Import with skeleton : utilize it only to work with animations tool, the script rebuild the skeleton with skelexport informations, this file contain the skeleton information. you can make it with Goat tool or with my script, you can extract from cas animations

    Issue1: the game utilize multiple skeleton: infact some bone like bone_shield0 , bone_weapons01 etc.... aren't in the standard animations cas but in a kind of secondary skeleton, i found it in the folder "weapons" in each animations pack... so it's a little complicated translate in max....

    Issue2: the game utilize a 2x1 texture size for normal unit, 1x1 for siege engine and 1x1 for mount. The siege engine version of mesh are recognized so i make a correction factor, the units and mount version are the same (in the GOAT this distinction is made with "mount_" mesh's name ) so i decided to do a correction factor for standard units.

    The mount units aren't a 2x1 scaled UVW texture so don't make mistakes: the mount has always the 1024x1024 texture but in max, when exporting, remember to scaled the uvw coordinates !
    Remember that Figure and Attachements texture DON'T EXIST, it's just a game shortcut, it scaling and doubling the texture and merges two 1024x1024 textures in one: 2048x1024 and then scaling it in a 1024x1024
    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

  13. #13
    alin's Avatar Campidoctor
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    Yes I noticed the two options and I thought that was the reason to do just assignments.

    I wonder what's the purpose of those extra bones or what they were thought for but they might be in handy some day.

    Too bad about the mounts, I was really hopping they also have a 2*1 UVW space for atachements. This kinda sux since it will introduce redundancy in some cases but well there's nothing to do but to use 2048*2048 textures instead 1024*1024.

    Yes I noticed this the hard way as at first I thought material IDs was used to apply the two textures and didn't knew it's just a helper thing for the exporter. However it's a bit weird as they use the 2.0*1.0 space to apply the textures and not the 1.0*1.0 UV space as it would be normal however I presume it scales it to 1.0*1.0 in the game.

    Well if you can manage to find a way to make it skeleton independent then that would really solve the last problems with battlefields units and would make everything possible. For EB2 work was halted on siege units because of this.

  14. #14

    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    for the siege engine now you can import end export the exactly skeleton, in the Goat i don't understand why KE use a human skeleton... but the same issue: you must first extract the *.skelexport file from some cas animations to utilize and build animations.
    the siege have a different mesh but the script tell you the version.

    but The first reason of script is to see the enormous possibilities and efficient of 3DStudio Max... i don't make encrypted or compiled version, i put ALWAYS THE PURE SOURCE CODE :-)
    Last edited by johnwhile; February 03, 2011 at 09:42 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

  15. #15
    alin's Avatar Campidoctor
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    Indeed, it's also commented which is rarely seen and helpful for others, me at least, to understand.

    I don't understand either which is the reason it was problematic. Can you also animate siege units or just import a model with a custom skeleton?

  16. #16

    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    obvious , the animations of siege engine are identical to normal cas animations, you must create the .skelexport from some siege engine's animations or build it by scratch and then you can make all what you think, isn't necessary build all keyframes like meshImportExport (made by KE), the script is more dynamic.

    The only things is that you must build the basapose and default animations with zero movement to avoid the crash... for de bello mundi i have utilized the old meshImportExport script but now you can do the same things with two clic !!!

    I know, you would need a tutorial but now I'm doing the script for the world file, so I have not time....
    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

  17. #17
    alin's Avatar Campidoctor
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    I see, thanks.

    Actually there's no need just wanted to know all the abilities of the new tool so I know what I will be trying.

  18. #18

    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    Quote Originally Posted by alin View Post
    I see, thanks.
    Actually there's no need just wanted to know all the abilities of the new tool so I know what I will be trying.
    PS: i create the Uvw dialog, now can import correctly the mapping if you chose the variant.
    In importing dialog the "siege engine options" aren't necessary because the script auto-assign the right uvw correction , but the mount and units variant are identical so i put a nice dialog
    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. #19
    alin's Avatar Campidoctor
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    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    Great! Great work with this.

    I'll test it right away.

  20. #20

    Default Re: MaxScript version of KE's GOATv1.1 ( *.mesh and *.cas import/export)

    if you found some bug in the skeleton or animation tell me because is a very chaotic functions of script...
    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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