It gives you an error when you reimport it to max?
MilkShape 3D
3dstudio Max
other
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
Well, it seems to be going great. +rep as always
shum
ok, a question, in the next version of IWTE can you edit Effect ? because i make some obvious modification to assign at Objects 1 a simple fire effect but then it's activated the game crash, in other case the game not crash but the fire not appear... is very strange, is sufficient a little variation and crash...
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
Superb job johnwile, this is what I looking for but if you could post the tutorial link that will be cool.
from the IWTE home pageOriginally Posted by johnwhile
*************************************************************
items for next release (1v4_0) - work in progress as I'm using and testing :
*************************************************************
1) Editing the worldpkgdesc file. Allows basic editing of the file rather than using binary (I needed it) - completed.
2) Deletion of complete complexes (thought it was about time I added this). You can delete all but one complex (i.e. there has to be something!) - completed.
3) viewing of table block positions (in 2D) - completed.
4) Addition of complete complex - completed
5) Resizing of table blocks - completed (not really sure how useful this is but in case its required its now added).
6) Deleting effects - completed for all tables - currently connected to object deletion but may be made optional depending on how I opt to handle the adding.
7) View collisions in 2D window - completed
8) Viewing effects data - completed.
9) Amending effects data - in progress simple add, amend and delete operations done.
10) some bug fixes and tidying up - in progressDoubt it. More likely an incorrect setup in the first place. I still have work to do tied with the sequence people choose to do things in within IWTE to make sure everything stays aligned and of course trying to ensure the lighting effects don't affect the wrong parts of a settlement.Originally Posted by johnwhile
... i reup a new version, i found a little problem in DamageTransition section... there are two short 0 ...
I make a very little tutorial to utilize the world and worldcollision scripts but it's in Italian.
For simple building i think isn't necessary a tutorial for world file... try to change the Editable_mesh "mesh-..." etc... but don't forgot to copy the comments !
if you want delete or add a new "Obj" don't forgot to add the same Obj in worldcollision
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
AAAAAAHHHHHAAAAAAAA, the creative assemble utilize 3dstudio Max !!!!!!!!!!!!!!:
Studio MAX...Granny Standard Exporter, SDK version 2.6.0.14..C:\work\master\Asset\BlockSet\North_European\Animations\Tower_Ambient_Animations\Ambient_TechTree_Animations\church _spire_8x8_large _dam_animation_a.max
And now i control that is this Granny Exporter !!!!!
![]()
Last edited by johnwhile; August 31, 2010 at 04:30 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
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
Also I expect that you will will made a ful romanized city, town etc.. for m2tw!
we're making the buildings. look here:
http://www.twcenter.net/forums/showt...143858&page=25
If theyve always used it why the triangles?
shum
Great work Jonwhile!![]()
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
Triangle is the basic polygon. Everything else visual is based on it.
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