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Export to 3DS Max
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Starnick
DeleD PRO user


Joined: 28 Jul 2007
Posts: 611

PostPosted: Sun Jul 29, 2007 7:42 am    Post subject: Reply with quote

Paul-Jan wrote:
It all depends on your playing field. When playing with the big boys, sure, collada all the way. If on the other hand you stick with budget tools and engines, like many indie game developers do, I can't say I agree. Collada support is really bad in most cases (Blender being the notable exception).


I can attest to that, Blender can be really damn powerful, but its like an angry red-headed child that steps on your toes if you try to get close to it.

Speaking of exporting to 3DS using collada, for me Ive had no real problem with it back and forth save one - it seems if I export a model made in DeleD to collada then open it up in 3ds, then export it to collada again, it doesn't work with the multiverse conversion tool (related to another thread in the plugin forum...). Most likely because the collada file from deleD acts funky with the MV conversion tool from the get go.

So goes my attempt at making a work around for those pesky collisiom volumes Laughing
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Nickz
Member


Joined: 12 Jul 2007
Posts: 9
Location: Greece

PostPosted: Wed Aug 01, 2007 1:04 pm    Post subject: Reply with quote

Thanks guys. Paul, thanks for releasing an update so fast! I can import map files perfectly now. However, there seems to be a problem with the collada export. I have a map with all jpg's and once I export and import to 3DS Max through the collada exporter, all textures in 3DS Max appear upside down! Any ideas on this?

Thanks,

Nick
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Aug 01, 2007 1:24 pm    Post subject: Reply with quote

Hmmm... sounds like a problem with the UV coordinates. I'm assuming the 3DS collada support is flawless, so we better fix our exporter then. Smile

As a workaround, you can pre-rotate all textures inside DeleD before exporting:
1. Select all objects (ctrl-a)
2. Go into face mode, select all faces (f, ctrl-a)
3. Edit command rotate, 180 degrees, ok.

If the textures are not rotated but flipped, you can probably use the 'flip' command at step 3.
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Nickz
Member


Joined: 12 Jul 2007
Posts: 9
Location: Greece

PostPosted: Wed Aug 01, 2007 2:34 pm    Post subject: Reply with quote

Thanks for the tip! Rotating won't work since the textures are mirrored upside down. Flipping at first seemed to work but a weird thing happened. While most of the textures got flipped correctly, there was one texture that got rotated instead!

Nick
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