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

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  1. #1
    The_Steppenwulf's Avatar Libertus
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    Default Re: World - 3dstudio max's scripts

    Just a small but significant update on the possibility of blender compatibility.

    I've discovered a breakdown of the .blend format online:

    http://www.atmind.nl/blender/mystery_ot_blend.html

    Perhaps writing an application that will convert from. blend to .MESH or .ms3d isn't so unrealistic after all!!

    Currently it's possible to get files from .mesh (via GOAT) to .ms3d then (via Biturn) to lightwave (.lwo 6.5+) which can be imported directly into blender.
    That is actually the rigging as well as the mesh data. Those imported files can then be modified and saved as .blend files. I have a whole collection of model builds in various states already piling up.

    The problem comes in exporting the models because there is no format that will export the armature that can be read in Biturn or LithUnwrap. I've tried all sorts of formats but presently there seems to be no compatibility between the available free convertors other than just exporting the meshes.

    Therefore developing a tool that can convert the .blend format directly to .ms3d or even .MESH (including the skeleton) would be a massive step forward for the community. Anyone that knows the .ms3d or .mesh format well, and now armed with the .blend format information as provided in the link, should be able to write a conversion tool. I for one hope this will be achieved, most modders aren't aware how adaptable, user friendly and relatively powerful blender is to work in and at absolutely no cost. A conversion tool or export script could really breathe new life into 3d modding in M2TW, RTW.

    EDIT: I've also attached a recent project that details how the .blend file is parsed, I think this should prove very useful for getting to grips with the format, the process and the pythonic code.
    Last edited by The_Steppenwulf; July 24, 2012 at 02:56 PM.

  2. #2
    wilddog's Avatar Paintedwolves run free
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    Default Re: World - 3dstudio max's scripts

    Quote Originally Posted by johnwhile
    just made a test for reading a world file with a C# dll :
    middle_eastern_city_A.world 36MB read in 1,6 seconds... is a good result.
    Quote Originally Posted by johnwhile
    The performance are very good, the performance are a little less than C but you build a tool not a game, so you gain in simpleness, Python is very slow compared...
    A best solution is create a dll that do the more part of calculation, and then edit or show the result with other language.
    We can also copy-paste a lot of algorithm and methods found in internet (c++ are more used than Python)
    I wouldn't necessarily write off python as being too slow against that result. Obviously depends on the PC/laptop being used. However good luck with the project.

  3. #3

    Default Re: World - 3dstudio max's scripts

    Quote Originally Posted by wilddog View Post
    I wouldn't necessarily write off python as being too slow against that result. Obviously depends on the PC/laptop being used. However good luck with the project.
    I read now that isn't possible using easy in Python a .NET dll, only C/C++ (about COM visibility or something... boh)
    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

  4. #4

    Default Re: World - 3dstudio max's scripts

    Quote Originally Posted by The_Steppenwulf View Post
    Just a small but significant update on the possibility of blender compatibility.
    I expect that using the Blender API will prove easier. In the first stage what would be required are importers (to populate what is called a "scene" in Blender IIRC) and exporters (for the reverse). Then features which are more focused on specific work scenario's.

    As for Python being slow, that is true when you compare to C# (Mono or .NET) or especially Java (HotSpot) and Haskell (GHC). Then again, if you compare it to MAXScript you will probably find it reasonably fast. Still, as far as I am aware, the Blender API itself is implemented as part/extension of the Python VM using C or C++ so any heavy duty API calls are going to be spending the bulk of their time in C or C++ code of the Blender/Python core.

    EDIT: And of course complexity of algorithms will trump practically all language level performance issues.
    Last edited by Tellos Athenaios; July 26, 2012 at 08:30 PM.
    -Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool

    “ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  5. #5
    gostava's Avatar Civis
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    Default Re: World - 3dstudio max's scripts

    how to make the texture for the model its for strat map

    i have made this ,now i want to texture it how

    here is it

    format is DXF and i use 3d max
    Attached Thumbnails
    Iam

    spanish,portguess
    Arabian, african

    carthagian , numidian

    visigoth , gaul

  6. #6

    Default Re: World - 3dstudio max's scripts

    Quote Originally Posted by gostava View Post
    how to make the texture for the model its for strat map

    i have made this ,now i want to texture it how

    here is it

    format is DXF and i use 3d max
    Attached Thumbnails
    How I'm in holiday, but I upload to the chm helper file ub the first post a little tutorial in the cas topic called "new settlement". The easy approach is always open a vanilla file an see how script build the scene, you can only substitute with new objects
    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. #7
    karaislam's Avatar Vicarius
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    Default Re: World - 3dstudio max's scripts

    hi john.i am a maya user.it seems u ve good knowledge over max.

    u may answer my question about maya.

    after i ve finished my unit in maya i export it into obj.i import it with milkshape.but i see my units dark in the milkshape3d.it must be cause of lighting settings.

    do u know how to solve?

  8. #8

    Default Re: World - 3dstudio max's scripts

    Obj format can contain a material link, is possible that you have missing it, or delete, if you apply a new material in milk the issue persist ?
    In 3dstudio the black face mean normals inverted , fix with "flip face" button. Material information wasn't used by tools when you export to game file so isn't a problem.
    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

    Default Re: World - 3dstudio max's scripts

    One moment, you mean how make texture ? You must apply the "uvw-unwrap" modifier and use it to edit the texture coordinates like milkshape. Then open the material editor and add a bitmap's map in to diffuse channel to load your texture (tga, bmp, jpg , dds ....) and drag it to mesh to assign it and to see the result. After all collapse the material to fix permanently your work. In internet there are a lot of tutorial to made this. After this, you must simply substitute your castle like written ub the tutorial, apply the material and edit the texture filepath. Isn't complicated.
    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. #10

    Default Re: World - 3dstudio max's scripts

    Hi, john s it possble to add new projectil using your script, I tried to export object as new javelin but error box says
    /"(T-T)"\....i can't get model, bad skeleton or other issue !
    Note, I used rtw cas importer to import an projetile object and there is a single helper or bone called Scene Root that not exist when I import using your awsome script (only the main object), any help please.

  11. #11
    alin's Avatar Campidoctor
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    Default Re: World - 3dstudio max's scripts

    Any chance you could re-upload the video tutorials?
    As I'm having some problems trying to create new bridge models.

    And btw what's the point of the .NET version of the tool? Performance?
    Last edited by alin; August 23, 2012 at 02:27 PM.

  12. #12

    Default Re: World - 3dstudio max's scripts

    about net script I don't noticed a big difference... and st this moment don't work because I upgrade many time the dll.
    about bridge I not tested, now I try to do something.
    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: World - 3dstudio max's scripts

    I see. I'll ignore it then.

    Well for bridges there must be something new in the .world file since it cannot import it properly.
    It imports the mesh, the bounding semi-sphere at the two bridges entries, the mesh, Octrees and some kind of plane primitive that I'm unsure what is used for.

    Let me know what you find out and if you need any kind of assistance.

  14. #14

    Default Re: World - 3dstudio max's scripts

    My first experiment with C# DirectX
    World file viewer, 20MB of "north_european_large_town_a.world" loaded in 15second


    https://dl.dropbox.com/u/47659776/sc...d%20Viewer.zip

    the program show you now use the .net library that i have created, the purpose is only for modders that want learn and build its personal tool, also for other game.

    PS: use program in attachment, because is compiled for 32 bit and in windows7 x64 can crash (win32 error)
    Last edited by johnwhile; September 24, 2012 at 04:42 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

  15. #15
    wilddog's Avatar Paintedwolves run free
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    Default Re: World - 3dstudio max's scripts

    Quote Originally Posted by johnwhile
    The easy use of Directx can candidates C# as best language to build free 3d editor like Milkshape, but without imitation and the the possibility to adapt it for all games.
    Milkshape isn't a free editor. You are expected to buy a license and pay for it.

    Like 3DSmax it has a 30 day trial period....but has the difference of being affordable.

    I believe as per earlier posts Blender is python based and is free already though.

  16. #16

    Default Re: World - 3dstudio max's scripts

    yes, i know, i only show what is possible create a new program to manage big 3d objects, in this example the north_european_large_town_a.world is a big settlements but the 3d scene are flowing (10 fps). The experiment has been done for a user that is interested to 3D programming (a message of some time ago).
    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
    wilddog's Avatar Paintedwolves run free
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    Default Re: World - 3dstudio max's scripts

    Quote Originally Posted by johnwhile
    yes, i know, i only show what is possible create a new program to manage big 3d objects, in this example the north_european_large_town_a.world is a big settlements but the 3d scene are flowing (10 fps). The experiment has been done for a user that is interested to 3D programming (a message of some time ago).
    Ah, sort of like the IWTE tools 3D view. I only did that because milkshape couldn't show the full settlement sizes. The new version of IWTE displays all the textures and allows you to see the terrain as well. You should try it as its pretty quick.

  18. #18

    Default Re: World - 3dstudio max's scripts

    true? i don't follow you progress but don't worry, isn't a competition, I'm learning Direcxt for other purposes, not for modding. So if python is also capable of displaying quick the 3d scene can you build a program like Milkshape but free and without limitation ? It would be a huge advantage
    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
    wilddog's Avatar Paintedwolves run free
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    Default Re: World - 3dstudio max's scripts

    true? i don't follow you progress but don't worry, isn't a competition, I'm learning Direcxt for other purposes, not for modding. So if python is also capable of displaying quick the 3d scene can you build a program like Milkshape but free and without limitation ? It would be a huge advantage
    I hadn't released anything since last year - and the 3D tool was in the older version in an early form but was relatively slow on the larger models. The rewrite resolved that and I don't think anything is below a 10fps rate unless it's a really old machine. I assumed you were still using the IWTE tool to check and improve the world tool bits you had been working on with 3DSMAX as you used to point out that world model changes in your tool didn't always load correctly in IWTE. Guess you've got passed that now though there has still been some extra functionality added.

    Not sure why I would want to try and create a new version of milkshape its quite useful as it is and the price is fine. I wouldn't have the time or inclination to try and recreate. I think the free version of a 3D tool written with python routines is called Blender its just that no one has bothered to write any tw tools for it yet.

  20. #20
    Csatádi's Avatar Senator
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    Default Re: World - 3dstudio max's scripts

    Is there any tutorial?
    I'm trying to put a new building. I was able to open an existing (ambient) model with an old version of the script, put my model and saved the .world file. But it's 0 kbyte so it's something wrong.
    And it is just the .world file. How to make .worldcollision, .worldpathfinding etc?

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