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Export to 3DS Max
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Nickz
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Joined: 12 Jul 2007
Posts: 9
Location: Greece

PostPosted: Thu Jul 12, 2007 12:50 pm    Post subject: Export to 3DS Max Reply with quote

Hello,

I could've swore I had registered a couple of years ago...Anyway, I would like to export imported maps to 3D Studio Max. I was wondering if anyone knows what is the best path to Max. OBJ, .X, Collada? I should note that I need the texturing to remain intact. Thanks in advance,

Nick
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Jul 12, 2007 1:41 pm    Post subject: Reply with quote

I think all three paths should work just fine for what you want, assuming you don't do multitexturing/lightmapping. Personally, I'd try the .X exporter first.

If you do use multitexturing, you might want to try the NuXporter by JWatte.

But this is all theory, as I don't have any personal experience exporting to 3DS Max. Let's wait and see what people with hands-on experience have to say.
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Nickz
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Joined: 12 Jul 2007
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Location: Greece

PostPosted: Thu Jul 12, 2007 6:03 pm    Post subject: Reply with quote

Hi Paul, thanks for the reply. I did download the Collada importer for Max and I'm glad to say that it did work. However, I just noticed two problems that came up before that step, by using the Map Importer.

1. When importing a .map (for example a building), it seems that the building structure as well as the textures become mirrored! Not sure what's causing this but I tried a few and they all become mirrored as soon as I import the .map file.

2. Does the Map Importer support .png textures? I get unsupported texture format error messages.

Any ideas? Thanks!

Nick


Last edited by Nickz on Thu Jul 12, 2007 7:28 pm; edited 1 time in total
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Paul-Jan
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PostPosted: Thu Jul 12, 2007 6:19 pm    Post subject: Reply with quote

Thanks for confirming the collada path works!

The .MAP importer is still in beta (note the b at the end of 0.85b), so I wouldn't plan on using it for production work yet. That said, thanks a lot for reporting those 2 issues. Yes, it's entirely possible that the geometry and textures gets mirrored, I'll look into it and get it fixed, as well as the 'unsupported texture' thing. It's about time I get a new version of the importer out the door.

If you have a .MAP file with textures that doesn't load properly, any chance of me convincing you to send it to me (paul [at] delgine [dot] com)? I've had to develop the importer using an extremely small set of textured test files, so I'll be most grateful for any extra maps I can get my hand on. Also, if you can tell me on what axis things are mirrored (or provide me with a this-is-what-it-is-supposed-to-look-like screenshot) that would be great! (If not, I'll still figure it out, it just might take me a little bit longer).
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Nickz
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Location: Greece

PostPosted: Thu Jul 12, 2007 7:42 pm    Post subject: Reply with quote

Hey Paul,

I'm sending a couple of maps your way. Thanks for checking it out. Smile

Nick
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jwatte
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Joined: 26 Apr 2006
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PostPosted: Fri Jul 13, 2007 11:22 am    Post subject: Reply with quote

I would second the recommendation for trying the Collada path. It's a modern file format with pretty high-level support from a variety of players, as opposed to OBJ (mostly obsolete) and X (mostly obsolete).
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Paul-Jan
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PostPosted: Fri Jul 13, 2007 5:33 pm    Post subject: Reply with quote

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).
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Nickz
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PostPosted: Sat Jul 14, 2007 3:01 pm    Post subject: Reply with quote

Hi Paul, did you receive my email? Thanks
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Paul-Jan
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PostPosted: Sat Jul 14, 2007 5:09 pm    Post subject: Reply with quote

Got both maps just fine, thanks a lot for sending them!

I can perfectly reproduce the mirroring problem, and I already did something about the 'unsupported texture format' message... but somehow DeleD doesn't seem to like those PNG's. Strange but interesting...

[update]Turns out those .PNG's were interlaced, and DeleD doesn't like that. Fixed in DeleD 1.71 and above.[/update]
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Nickz
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PostPosted: Mon Jul 16, 2007 11:03 am    Post subject: Reply with quote

Hi Paul, thanks for checking it out! So how can I find 1.71? The version on the download page is 1.7. Is the mirroring problem fixed in the update as well? Thanks!

Nick
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Jeroen
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Joined: 07 Aug 2004
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PostPosted: Mon Jul 16, 2007 11:06 am    Post subject: Reply with quote

Version 1.71 will be out soon - it's in beta right now. Wink
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Nickz
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PostPosted: Mon Jul 16, 2007 11:08 am    Post subject: Reply with quote

Cool, thanks!
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Paul-Jan
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PostPosted: Mon Jul 16, 2007 5:47 pm    Post subject: Reply with quote

The mirroring problem will be fixed in the .MAP importer update, somewhere this week. So to re-iterate:
- geometry mirroring and unsupported texture problem: fixed in the .MAP importer update.
- PNG not being displayed properly inside DeleD (random colored dots): fixed in the DeleD update.
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Nickz
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PostPosted: Tue Jul 17, 2007 8:01 am    Post subject: Reply with quote

That's great news! Thanks for your quick response...

Nick
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Paul-Jan
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PostPosted: Mon Jul 23, 2007 7:25 pm    Post subject: Reply with quote

Just released a new version of the MAP importer, catch the news here: http://www.delgine.com/forum/viewtopic.php?t=2539

One thing I didn't realize before, is that you are probably running DeleD LITE. The MAP importer imports the scene with the .PNG files just fine, it's DeleD that refuses to load the file. The new DeleD 1.71 (currently in non-public beta) has no problems with that (it just displays a warning and replaces the unsupported .PNG with dummy color materials), while DeleD 1.70 completely refuses to load the scene when it contains unsupported elements.

Anyway, if you want to import those scenes into DeleD LITE you'd best pull those .PNG's through an image converter before importing, converting them to .JPG or .BMP. Hope that helps!
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