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:
i have a problem. it doesent work i cant export my .mesh theres always an error "Type error: Call needs function or class, got: undefinded" i dont know whats the problem an then he opens the script an goes to that line:sMesh = SplitMesh()
maybe someone here knows why it doesent work(im using 3ds max 2009) but no other works too
hey Stannum
I'm new to the forums, and I haven't had sins for very long, but I do like modding. A mod I would like to make for Sins adds a new race (my own creation, keep off it if you know what's good for you!!), and the existing models look good, so I want to make alterations to some, and make some of my own. I have GMax, and haven't funds/am too cheap to get Max. Could you get this tool for GMax?
hello?! anybody still in there?! (pokes with obnoxiously long stick)
IF ANYONE IS STILL IN THERE, CAN I ADAPT THIS SCRIPT TO GMAX? (AGAIN POKING WITH OBNOXIOUSLY&EXTREMELY LONG STICK)
Needinghelp2,
try getting the 1.0 version, cause from what I read, it works perfect for almost anyone.
ANYONE STILL THERE!!! (!!AGAIN!! POKING WITH OBNOXIOUSLY&EXTREMELY LONG STICK!!) =D
You would think there were more MAXscript/tool programmers who are too comfortable with 3ds to use XSI.
In case anyone is still trying this, you have to reload the script to get the exporter to work, I really can't work out why it works like that though.
I doubt you will get an answer from the guy who made this btw, don't think hes posted for over a year. (?)
It doesnt work that well with 3dsmax 2009, or 2010. It will import, but will crash, or freeze up on export. Reloading script changes nothing. I blame it on vista. Yes i think the maker has moved on to other things.
I thought it froze too but after a while it finishes, he actualy had a progress bar but its diffrent in v2, I have it on XP though.
so it's okay if I take it and adapt it for GMax v1.2?
ok this doesn't work for me,i have 3ds max 9 32bit i downloaded EvilleJedis mod for this game to import his models so i could edit them to my liking and maybe mix up so model meshs to make my own new type of model, well i click import and find my model and thin when i click load nothing happens i get a normal 3ds max screen with no models loaded can someone help me
get v1.0. From what I understand, that version works. 2.0a doesn't.
@ Deetex
I have exactly the same problem. What I am trying to do is simply import an existing model, then export it back and use it in game. Import works. Material assignment works. Export works, but the game crashes when the model pops on the screen. I think we should attach the small little empty objects to the mesh. Or God knows what. If I manage to do it I'll come back (alternatively if you managed to solve this please give me a hint on how you did it).
Edit:
Problem solved by using a previous version (1.0) of the import/export script (it seems that my version was bugged). Oh and yes, the small box thingies need to be linked to the mesh model. Now I can take my time and do a mod. Yupi!
Btw, one of the first things I fixed with when learning maxscript was a horribleus bug in 2.0 that made all meshes crash. It was using the ID of the material which is 1 to N. In sins, it is 0 to N. So you have 1 material and you want all the tris to look at material '2'. Boom, bye bye game.
Always use the dev.exe to test stuff, you get actual error messages.
There is also a global refrence bug on the first run of version 2, which I only recently learned how to properly fix (you use :: in front of it... omg simples!)
I am working of a replacement max tool (mostly because I enjoy it). Hopefully I can't finish it soon.
"""Hey folks, got a little problem, which I am not able to solve.The exporter shows me the following error message, when I try to export one of my models-Importing does not work at all.I use 3D Max 9 including SP2. I assume that my material settings are correct, here a picture.Do I miss something?"""
http://www.picfront.org/d/7pcY
That error is cause by a refrence to a local version of the variable which is undefiened. I.e. it doesn't know that that function is a global avalible function when it processes the file for the first time. It should work if you re run the script after that in tthe same session of max but it should always happen the first time.
You might be able to fix it by putting "::" infront of the function name but thats a guess.
sMesh = ::SplitMesh()
The material map names are supposed to be the names of the textures like "myship-cl.dds"
Also that tool only works on binary file .meshs btw.
Aloha
I have restarted the script many times without restarting Max, but it didn't work. The error was still there.I have changed the script like you said and it has fixed the error, but another one appeared. Have a look at the picture.
http://www13.picfront.org/token/y4KU/2010/02/18/1765579.jpg
Try exporting to get the first error and then rerunning the script.
Are there any working scripts for 2009? going through softimage is a bit frustrating, not gonna lie...
Yay it works with 3DS Max 2010 Trial
Had a hell of a time figuring out how to hook up the 3 textures to the standard but I did it.
I did export as an object and then imported it to XSI. Now I have 28 days left to Import what I need.
Wish I was better at coding...
Hey folks. I've managed to use this tool to export my model and it seems to work, but my textures aren't showing up in the game itself. They're all the proper names, assigned to the ship as indicated in the beginning of this article and I've compared the textures to the rest of the textures in the game and other mods just to make sure I'm doing everything right texture-wise and it seems to be okay...
The game model shows up blue-ish, with no details and a couple missing faces [though in Max, the model is perfectly fine and very clean, I've double-checked it several times now]
I'm wondering if anyone may have any idea as to what may be going wrong? Any help is appreciated. Perhaps there's a more in-depth how-to that I could follow?
Thanks for reading and sorry for the necro-post.
Does the MaxTool export the .mesh to BIN or TXT? I think it was BIN so you need to convert to TXT and check or manually add the lines.
My textures are not showing up?
Did you place the textures in the mods Textures directory?
Most people export to XSI to finish the tangents and mesh points.
I see. Any idea how to convert the mesh into these different formats? I'm having a great deal of trouble figuring out how to convert it for XSI and into a TXT .mesh... the maxtool only exports to BIN.
(And yes, the textures are correctly placed, and named. )
aeriesapocalypse, ther are two different tools for the job bcextremes & mine
harpo
AeriesApocalypse: Upload the 3ds Max scene and textures or email myfist0 at hotmail dot com and I will get it into a XSI scene for ya.
[Tutorial WIP] Import Sins Models to XSI might help
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