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
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    Ive looked at this tool along with IWTE and Argantanios tool and this looks the most comprehensible... +rep as always
    You do understand that Argantanio never made any tools as they were done by KnightErrant (and subsequently developed for IWTE) and while this tool addresses Techtree slots so is building upwards versus IWTE is addressing world files for settlements and is developing downwards towards the simpler things. Consequently IWTE does come with a warning not for people who who don't understand the basics of the different world files.

    point is simply its not exactly a like alike for comparison.

  2. #2
    Nesimî's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    Building upwards appeals more to me
    shum

  3. #3
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    Building upwards appeals more to me
    No problem. Johnwhile's put a lot of time into the tool and it supports 3DSmax.
    I was only raising the point around the comparisons as the tools don't exactly do the same thing.

  4. #4
    Nesimî's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    Allrighty.. Ive been translating the tutorial but it only teaches how to do the terrain.. not buildings...
    shum

  5. #5
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    Allrighty.. I've been translating the tutorial but it only teaches how to do the terrain.. not buildings...
    Whoops, I forgot he asked us about terrain. Hadn't realised as most of the earlier questions were on the tech tree buildings (IWTE works with milkshape so we haven't really been using much 3DSmax)... my mistake.
    IWTE leaves most of that bit to standard TGA editing.

  6. #6

    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by wilddog View Post
    Whoops, I forgot he asked us about terrain. Hadn't realised as most of the earlier questions were on the tech tree buildings (IWTE works with milkshape so we haven't really been using much 3DSmax)... my mistake.
    IWTE leaves most of that bit to standard TGA editing.
    the TGA solution is more simple, i utilized max because is too simple for me work only with max...

    This is a rebuilded script (for 32 bit version, 64 bit version don't work with interface of Box Editor, Complex edit, ecc... because i must convert the code but at the moment isn't my preoccupation )

    Now the script work with Big data example with 270000 vertices in only 10 seconds ! all objects are also converted in "box mode view", to show the default mesh is sufficient go to object property and check the "box mode to off", this's because it slows max.
    Now i'm adding the Game Objects structure of settlements, example for north_european_village_a.world, but for very big settlements (more then 500000 vertices) i must make another solution, maxScript can't operate with these numbers of data.

    The tool of Wilddog is essential for my work because only with his tool i can understand the structure of files !!
    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
    Nesimî's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    Hmm he gave me the one on buildings but its very long and in italian.. I better get my grammer swastika on, because google translate comes up with some strange sentances
    shum

  8. #8

    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by MemduhG View Post
    Hmm he gave me the one on buildings but its very long and in italian.. I better get my grammer swastika on, because google translate comes up with some strange sentances
    i prefer write the tutorial only when i finish my script, many things are rebuilded (because I'm learning to write with maxscript) so i prefer wait.
    Some information like Bounding Sphere, texture ecc... are automatically recalculated and don't appear in max scene, this is because i prefer not overload the scene with unnecessary objects so Is obvious that in max is more clear , but i'm not guarantee that everything works at 100%, for a 100% changes you must utilize the wilddog tool
    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: MaxScript version for World and WorldCollision files

    @Wilddog:
    Hi, is more than a week that I can't find the error, I don't understand how to edit and create a village (with minimum information).
    I only add to church_32_32.word the Game Objects Section of original north_european_village_a.world, with my script is all ok but your tool give me a error....
    I rebuilt the script and now works faster and clear, i'm sorry but i can't understand a lot of data from villages....
    i also create a re.elaborated village to check data but in the game crash http://www.megaupload.com/?d=IEWMRV50
    Can you help me to find the error ?
    For simple boulding all is ok but when i add to the script the new game object section all crash for settlement.world files.
    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
    Nesimî's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    I dont understand IWTE at all...
    shum

  11. #11

    Default Re: MaxScript version for World and WorldCollision files

    is sufficient a little tutorial, I use only what I need as text conversion, is complicated for those who have never analyzed the converted text file, if you know how the world files is structured you will understand all the functions of IWTE
    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. #12

    Default EURECA

    I think to found the solution of Bottom Table 3, i think is stored the real sequence of objects, until now I believed that only table 2 give the sequence but look these exemple:
    I found a incongruence with the name:
    Attachment 102854
    but this is because in the bottom table 3 there are a different sequence of the name !!:
    Attachment 102855
    In fact if i merge the worldcollision sequence:
    Attachment 102892
    Last edited by johnwhile; August 12, 2010 at 05:33 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

  13. #13
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by johnwhile
    I think to found the solution of Bottom Table 3, i think is stored the real sequence of objects, until now I believed that only table 2 give the sequence but look these exemple:
    Yes table 3 identifies the object number sequence. Table 2 simply lists by object number and shows some of their attributes. Looking at IWTE and loading the NE _village in then looking at the objects window you would of seen this on Complex3 as the structures within the complex are mixed up.

  14. #14

    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by wilddog View Post
    Yes table 3 identifies the object number sequence. Table 2 simply lists by object number and shows some of their attributes. Looking at IWTE and loading the NE _village in then looking at the objects window you would of seen this on Complex3 as the structures within the complex are mixed up.
    Infact, the Famous Argantonio sum of triangles at the end of each complex now is correct if i analyze the real sequence of "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

  15. #15

    Default Re: MaxScript version for World and WorldCollision files

    ok, so bottom table 3 mixes the "Objects + damage phase" order, but Complex and structure is utilize per texture, Bounding Sphere and Box.
    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. #16

    Default Re: MaxScript version for World and WorldCollision files

    ALL OK ! In fact now all "Objects" and "Animations" match in the attachments i put an example of settlements imported, so i must rewrite the "save" functions and finally i can test in the game the new settlements
    In the future i will make a little tutorial, small because in max i have simplified everything, the modder must know only now put information and name of objects and all these information are automatically recalculate, so the work is very hard (hard for me because i learned MaxScript by scratch just for this occasion)
    Last edited by johnwhile; August 13, 2010 at 07:36 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

  17. #17
    Remlap's Avatar Lag Slayer
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    Default Re: MaxScript version for World and WorldCollision files

    You finished it? Thats excellent news great work! and even if your not finished your still doing some amazing work! I don't comprehend script at all

  18. #18

    Default Re: MaxScript version for World and WorldCollision files

    No, isn't finished... but now i finally correct the real structure of complex, structure, objects ecc.... i think now the work will be faster, obviously according to my spare time.
    Understand how it works will be very simple.
    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
    Remlap's Avatar Lag Slayer
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    Default Re: MaxScript version for World and WorldCollision files

    Ahhh well even so I find it absolutly brilliant you can do this

  20. #20

    Default Re: MaxScript version for World and WorldCollision files

    the Last version with the real name of objects , i make some improvement for small village or small castle but crasch.... is very frustrating find the very small bug... with IWTE the structure is correct but there are some problem with "Argantonio Sum"...
    Last edited by johnwhile; August 19, 2010 at 08:49 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

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