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

    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by il_duce_! View Post
    And one question:
    this script is settlement or tech tree related?
    I will try it this evening.
    I could traslate the tutorial, once is finished.
    Bella!
    why ? aren't you italian ? (...il Duce...)

    @ALL Maxscript must be the only solution for modding !!! Yes , isn't free, but the benefits are enormous, exemple: rotation matrix, create a 3d mesh with texture, MaxScript interface, work with mathematics functions, work with Bounding Box or Bounding Sphere, no limitation of vertices, not need traslate to Milkshape and after reconvert into .world ecc.... all these function are already implemented in MaxScript and MaxScript is more simple than Python (attention: Python is the best language infact MaxScript is made with Python but the library of maxScript is very small, only essential functions ), I dare not imagine the difficulty with Python, this is the reason because i utilized the Willdog txt export format and not the Python code of Knight Errant to understand the structure of file world....

    @Willdog, if you had used maxscript, you never had a problem and with your ability you would have made the tool in two days ... sure... Instead I have taken months to learn maxscript and to understand world files...
    Last edited by johnwhile; August 22, 2010 at 04:59 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
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    When your tool convert into .txt make it some correction or it generate a exactly data export ?
    The conversion to text to support text editing takes out a lot of the silly things that can cause errors like pads that people would otherwise have to remember so no it doesn't create a copy of the binary . It wasn't designed to do so so and never has. As I said

    The problem has likely been corrected as part of the initial read in so that the written text file is correct. I just hadn't set up that process for all possible changes (generally the complex and structure value changes). I'll need to see whether to add some more validation in.
    Today 02:54 PM
    The IWTE ignores certain information once its read the data in and when its writing out. No point asking someone to get all the various header counts or header values correct for example. I'd like to simplify some more of the text editing down when I get the chance but I know it will probably cause problems for users of this tool.

    Quote Originally Posted by il_duce_!
    A script for max will speed up and facilitate everything.
    Only if you can't afford the $30 or so for milkshape but can afford the $4000 for max or are a student and get it for about $300 - depending on licence agreements.
    Last edited by wilddog; August 22, 2010 at 03:02 PM.

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

    Quote Originally Posted by wilddog View Post
    Only if you can't afford the $30 or so for milkshape but can afford the $4000 for max or are a student and get it for about $300 - depending on licence agreements.
    Arrr!
    shum

  4. #4

    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by wilddog View Post
    Only if you can't afford the $30 or so for milkshape but can afford the $4000 for max or are a student and get it for about $300 - depending on licence agreements.
    If you want i donate my license for free... download the free demo into Autodesk homepage !
    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

    Default Re: MaxScript version for World and WorldCollision files

    sorry i found another bug... the "default" string in main objects section.... your tool corrects the problem and so I have not noticed...
    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

  6. #6

    Default Re: MaxScript version for World and WorldCollision files

    WILL, good news, in the last SixFloatTable i put the three short 94-93-94, and now work.... i don't understand why... in the single building i put 87-86-87, and in some case there are 90-89-90.... i think is a HARD-CODED information for utilize the fire effects.... but i don't understand the correlation with other data
    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

    Default Re: MaxScript version for World and WorldCollision files

    I forgot ... here are the precious 100 Kb that made me damn the soul... uso only North_East_village_a at the moment... you can make some test with the objects inside
    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

  8. #8
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    If you want i donate my license for free... download the free demo into Autodesk homepage !
    Thats the 30 day free trial. Ive used that a few times but you have to keep clearing down your hard drive. For em to buy iots around 6,000 USD as licences don't allow me to buy a US version for the 4,000 USD value.

    @ALL Maxscript must be the only solution for modding !!! Yes , isn't free, but the benefits are enormous, exemple: rotation matrix, create a 3d mesh with texture, MaxScript interface, work with mathematics functions, work with Bounding Box or Bounding Sphere, no limitation of vertices, not need traslate to Milkshape and after reconvert into .world ecc.... all these function are already implemented in MaxScript and MaxScript is more simple than Python (attention: Python is the best language infact MaxScript is made with Python but the library of maxScript is very small, only essential functions ), I dare not imagine the difficulty with Python, this is the reason because i utilized the Willdog txt export format and not the Python code of Knight Errant to understand the structure of file world....
    Sure 3DS Max is a much more advanced package but comes with a disproportionate price tag. The bounding box and sphere calculations sound pretty good but its main advantage is tied to smoothing and the vertex count. However milkshape suffices.

    @Willdog, if you had used maxscript, you never had a problem and with your ability you would have made the tool in two days ... sure... Instead I have taken months to learn maxscript and to understand world files...
    Not a chance. Ive been working on the IWTE off and on for a YEAR now and don't forget that tools tarted with KE's work and coding to already import export ms3D files. The header and trailer bit wasn't actually the main issue. It was working out what certain fields do (and we are still working out some of them) and then trying to work out how to apply for the more major buildings. The villages are the simplest of the settlements its the fun you have when you start to add walls that gets complicated.

    I was totally new to Python (still am) so I'm learning but python has enough support libraries to help resolve the maths issues. in IWTE I tended to use a 2D tool though maybe should of started with a 3D but its a bit late for that now. I also made things more complex (in the coding) by keeping everything in line with the TGA's I created which always meant reversing the value of one of the axis. Another thing with hind site that made things more complicated.

    Anyway glad you finally got it working. For those wanting to start from scratch etc and those that don't have milkshape it will be a welcomed additional tool.

  9. #9

    Default Re: MaxScript version for World and WorldCollision files

    Gotta add,

    With Silo you can build your meshes ... fast. FAster than Max. I had both. Soft body mechanical deformers, all the extrusions\pushing\moving you want, paint displacement and a very simple, fast UV generator and tools. And you can texture as high as 2048 per map. $140 Totally designed for modelling. Now I'm gone.

  10. #10

    Default Re: MaxScript version for World and WorldCollision files

    ok, in this version i rebuild the texture system: now you can manage all information in the second slot of material Editor:
    In the objects you must select for each faces a different "Set ID", example in this image i put all faces of all objects to "Set ID : 1" so all have the first texture in the MultiMaterials editor
    Last edited by johnwhile; August 28, 2010 at 01:53 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
    Nesimī's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    Is the one on the left KE's tool?
    shum

  12. #12

    Default Re: MaxScript version for World and WorldCollision files

    what ?
    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

    Default Re: MaxScript version for World and WorldCollision files

    BIG BUG... Sorry now i'm testing some new building, the Scritp export wrong texture coordinates, how i'm resolving this issue because max utilize a very complicated system to archive the UV coordinates, Faces and Vertices arrays...
    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

  14. #14

    Default Re: MaxScript version for World and WorldCollision files

    ok, i correct the bug, now if you export a object created in max there aren't problems, only with normals but to resolve it you must export in world, re import in max, flip the faces with wrong normal orientation and after re-export.

    In this version i add the texture materials:
    "buildinglod0": DXT1_NO_ALPHA
    "buildinglitterlod0": - not tested-
    "buildingalphalod0": DXT5_8bit_ALPHA
    "water": - not tested-

    example of "buildingalphalod0":
    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
    Nesimī's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    Is it possible to alter the UV-mapping?
    shum

  16. #16

    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by MemduhG View Post
    Is it possible to alter the UV-mapping?
    Obvious, you can utilize all objects created with Max but attention:
    1) delete all isolated vertices
    2) in max you can "detach" texture's face or vertex, so a vertex have 2 uvw coordinates, make attention to this, i not tested this issue.
    3) if the normals are wrong, export the scene, re-import, use flip faces to correct the normals and when you have a correct version. I'm trying to figure out how to do it automatically but Max is a bit complex

    if you aren't sure export the objects in 3ds and after reimport in max

    how i'm working to build temples for Romans so i test more the script, i rebuild worldcollision script to correct a lot of bug.
    For the settlements version you must wait, at the moments i successful imported-exported the first village level (without wall) because is very difficult convert game data in simple max objects... but with my team we are planning a small Roman camp or village to test some things better.
    This little temple is utilized for testing fire effect because the data are very twisted
    Last edited by johnwhile; August 28, 2010 at 06:52 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

    Default Re: MaxScript version for World and WorldCollision files

    Very nice work JohnWhile!

  18. #18
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    Default Re: MaxScript version for World and WorldCollision files

    What kind of texture files do these things use anyway?
    shum

  19. #19

    Default Re: MaxScript version for World and WorldCollision files

    when you open the Materils Editor of max you find a MultiMaterial that represent all texture in the scene (i utilize this way because with MultiMateril you can and infinite texture but in the normal slot you can add only 25 material) you find some Standard Material with correspondent ID number, "buildinglod0" string, and if you open the material you can find the normal map (bump) and standard map (diffuse).
    the "buildinglod0" is a identification string of the format dds when you save in Photoshop:
    "buildinglod0" --> a texture dds saved with DXT1 option (no Alpha Channel)
    "buildingalphalod0" --> a texture dds saved with DXT5 option (Alpha Channel)
    other two "water" and "buildinglitterlod0" i not tested.
    if you go to the second image of http://www.twcenter.net/forums/showt...91#post7346991
    you can look the information of texture

    But don't worry, whan i complete i make a tutorial.
    Last edited by johnwhile; August 29, 2010 at 04:32 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

  20. #20

    Default Re: MaxScript version for World and WorldCollision files

    I found a problem, without changing anything, today does not work anymore and I do not understand why, it must be some sort of malediction.
    Tey this file , when i exporting to IWTE ther aren't problem but if i reimport it gives me an error, why ????
    Last edited by johnwhile; August 31, 2010 at 03:12 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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