New (beta) exporter!
-Support for Rebellion and maybe older expansions.
-Exports to the BIN format. Imports both BIN and TXT models.
-Much, much more improved mesh processing.
-'Tangent map problems' fix. This was an error with vertex normals that weren't being flipped when the model was.
TODO:
-Add model flipping on export so modeling in max is more natural.
-Import points too, so far its just importing the mesh.
-Stuff?
New version: http://janvanderweg.com/SOASE/SOASE_Rebellion.zip Installation:
Extract contents of the zip, except the example model, to: ../3dsmax/scripts/ Like with the old tool, run 'SinsOfASolarEmpire_Rebellion.ms' from the utilities tab and it should appear in the dropdown box. Model setup:
Mesh as normal. Multi material works by applying max materials to the faces you want them on. I haven't put in any y axis = up correction stuff so ships should be pointing upwards. (check the example file) Instead of dummies for points you'll have to apply a skin modifier and use bones. See below for more info. Material setup:
The new model format requires 5 textures per material: Diffuse map Data (specular, self illumination) map Normal map Displacement map Teamcolor map From what I've seen so far, the last two maps (displacement and teamcolor) aren't used so you can leave them blank. The tool uses the material map name, not the assigned bitmap for export. Here's a table to see which 3dsmax map is used for what: SOASE material map 3dsmax material map DiffuseTextureFileName diffusemap SelfIlluminationTextureFileName specularmap NormalTextureFileName bumpmap DisplacementTextureFileName displacementmap TeamColorTextureFileName filtermap Point setup:
Instead of dummy objects the script now uses bones. Create the bones with the correct orientation and place them where you want. Name them as required by the game. Apply a skin modifier to the ship object and add all the bones to it. A word on normal maps:
Since the gamemesh processor takes smoothing groups into account when generating vertex normals you can use smoothing groups. If you're using smoothing groups make sure the utility you're using to bake normals also supports them.
What is GameMesh?:
GameMesh is a max object preprocessor that calculates pretty much anything about models. It supports overly complex model setups, multiple materials, bone hierarchies for animated models, etc. It even takes smoothing groups into account!
OLD STUFF:
Not sure if many of you use 3dsmax but I started writing a maxscript tool that will export/import BIN/TXT soase .mesh filesShould work with most max versions since this is a maxscript tool, not a compiled one.Current version: 2.0aDownload link:http://janvanderweg.com/SOASE/SOASE_Maxtoolv2.0a.zipWHATS NEW: Lots!.... I rewrote the mesh splitting algorithm into a semi-modular meshsplitting maxscript file, splitmesh.ms It should be a lot faster now and it supports more features such as: -Smoothing group support -Multitexturing support -Much faster (I think)Readme:http://janvanderweg.com/SOASE/index.htmlOLD INFO, still might be usefull:Obligatory pic:http://janvanderweg.com/SOASE/soase_pic.jpgInstallation:Unzip the contents of the zip into your 3dsmax\scripts\ directory.To run the script:-Goto the utilities tab (hammer icon on the right)-In the utilities rollout click on MAXscript-Click on run script-Find the SINS_Tool.mzp file and run it-In the utility dropdown box select SOASE Maxtool-Click on import/exportNote:Soase uses an Y-up system. This means:Max y = above -y = downMax z = forward -z = backMax x = left -x = rightAdding points:-Use dummy objects for points, rotate them so they face in the direction you want.-Link them to the main object. If you don't link them they will not be exported.Materials:-Diffuse texture uses the diffuse slot (really)-Data texture uses the specularlevel slot-Normal texture uses the bump slot-Set the glossiness with the glossiness controller in the specular highlights areaAdd a bitmap to each slot but don't point to an image file. Instead change the slot name to the filename:Your final texture should look like this:
okay, having a bit of trouble here...
I made a quick model the other day, sub-1000 polys....
made a bunch of sub-materials in one major mat, and applied it to my ship.
Then imported the FrigateTechLight, and used it's helpers for hardpoints.
[URL=http://img390.imageshack.us/my.php?image=patriotscenepu7.jpg][/URL][URL=http://g.imageshack.us/thpix.php][/URL]
Exported it... no trouble there yet, but when I build my ship in the game, the very moment the actual model pops into view, crash-and-burn... and a nice minidump.
The ship itself is a single mesh composed of a couple of primitives, but to cut the polycount I removed a few faces internally.
What's wrong with my poor model?Thanks
(PS, great tool regardless)
Ok, let say i have 3dmax, how do i install this extention?
ok, I managed to load the script into 3ds max 2009, but it won't work, i tried to load a mesh file, and it just remained the same
I think it has issues with 3ds 2009 i exported the model but the game crashes while trying to load it. I was able to get the model into the game using soft image but I don't know how to keep the dumby objects during export from 3dsm. So the ship wasn't able to fire and carrier aircraft appeared two galaxy's away.
Hi,
I have a great idea for a mod .... put the X-3 reunion and X-3 Terran Conflict ships in Sins of a Solar Empire
I have extract correctly the 3D model of the ships from the game, and have no problem for mesh creation, but i have a big problem with the textures; i use the 3ds 07 with soase tools 1.1 and 2.0a but the multimaterial texture of the ships don't charge or the mesh exporting fail.....
I have tested many times ...... sigh
Help me and my mod
Pleaseeeeeee
Any mesh imports you do have to be in .bin not .txt or you will get nothing.
You do realise the models extracted from X3 are the property of Egosoft and therfore copyrighted? In other words you technically need permission to use them else you need to recreate them...
Yes Yes, I say, I want modify the original models but my problem is the texture. Can you help ?
This is my best result at moment
No Help ?????
your model is not uvmapped correctly
in the last shot your model has a white alpha on the diffuse rather than black (blank)
ups sorry cant delete my nonsense
Help help !!!!!
required a tutorial step by step to export and import x3 ships in sins of a solar empire HEEELLLLLLLPPPPPPPPPPPPPPPPPPPPPPPPPPPP
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