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ArBuZ

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Everything posted by ArBuZ

  1. Hi guys! Im sorry, Ive made one mistake! Ive included fbx2gmf.exe to exporter archive instead of obj2phy.exe! That is why the exporter didnt generate *.phy files! To fix that just copy obj2phy.exe to "3dsmax root\scripts\startup\" or redownload exporter and extract it again. I will reupload it in a few seconds. Sorry for the inconvenience
  2. I watch all threads related with the exporter regulary. So you may post bug reports here. Plus this thread is pinned. So everybody can see it.
  3. Actually, you can't export any additional data of skinning to gmf file except vertex weights. LE doesnt support it. So the only way I see is adjusting the vertex weights and limbs topology to achieve maximum good result.
  4. You are welcome! We all are waiting for your game! All your screenshots are amazing!!! Cant wait to see it and play!!
  5. I think he is talking about my exporter. Im Alex.
  6. with my exporter it doesnt matter what objects do you have deal with. standard ptimitives or custom made shapes the exporter converts them all to the editable meshes and writes data directly to the file. Ive just tryed to say that the number of object wasnt actually a source of the problem if you used my exporter. I really want to help and find out why my exporter doesnt work for you. Do you have any messages while exporting? It must work
  7. You are definitely doing something wrong. I ve seccessfully exported 4300 boxes. It has taken about 10 minutes!!! The file size was about 12Mb. But I couldnt even veiw boxes in model viewer. The frame rate was about 1 or 2. Have you allready exported such a big scenes in one file? I saw somewhere on the forum that leadwerks slows down very much when you have such huge amount of objects in one gmf. But I dont know if its true. I guess that you actually dont use my exporter. I think you use export via fbx function, don't you? Try this steps: Make sure that you are using the latest versi
  8. What happens when you'r trying to export the level with my exporter? Have you tried the latest version?
  9. 4300 objects!!! its very huge nuber. Im not quet sure that this is right whay to do such thing. Maybe you should try to split your level on some smaller parts?
  10. Hi! Why don't you use my exporter? Its very easy to export anything (animated or static or skinned meshes) from max to LE. http://leadwerks.com/werkspace/index.php?/topic/141-leadwerks-tools-2-1-for-3ds-max/ it works for all versions starting from 3ds max 8
  11. Hello Masterxilo! If you use "charecter studio" as sceleton then you are able to save animations in separate files with very easy way(one button click). If you use bones then things are more complicated, but not too hard. As far as I know there is "Save animation" tool in 3ds max. With it you can save any animation range in file. I havent used it, so I cant tell you how does it exactly work. Any way, I would do it this way: create all animations in one max file for one mesh. And then export them with my exporter (http://leadwerks.com/werkspace/index.php?app=downloads&showfile=7)
  12. Ive noticed that LE (editor or modelviewer) is always crashes without any errors if any shader is missing.
  13. The problem is the mesh_diffuse_sway.vert shader that Ive used for some trees. Ive sent this shader to Josh, but its absent in the sdk shaders.pak maybe he just forgotten. Here is this shader. just copy it to shaders.pak mesh_diffuse_sway.zip it contains only few lines: #define LW_DIFFUSE texture0 #define LW_SWAY 0.02 Include "mesh.vert"
  14. Sorry for the double post(http://leadwerks.com/werkspace/index.php?/topic/89-3ds-max-to-gmf-exporter/). This post was created automatically, when I uploaded file. The first one may be deleted.
  15. File Name: Leadwerks tools 2.2 for 3ds max File Submitter: ArBuZ File Submitted: 28 Nov 2009 File Updated: 24 Mar 2010 File Category: Tools and Utilities 3ds max to GMF exporter is an alternative exporter. It is max-script plugin that exports data directly from 3ds max to gmf file. There are fuatures and installation notes below. Supported features: 1. Exporting of any number of objects saving hierarchical relationships. 2. Exporting of smoothing groups. 3. Exporting of materials IDs. 4. Exporting of materials. 5. Exporting of animation 6. Exporting of skin data 7. Expor
  16. Leadwerks tools 2.3 3ds max to GMF exporter is an alternative exporter that Ive made. It is max-script plugin that exports data directly from 3ds max to gmf file. There are fuatures and installation notes below. And some information how does this work. Supported features: 1. Exporting of any number of objects saving hierarchical relationships. 2. Exporting of smoothing groups. 3. Exporting of materials IDs. 4. Exporting of materials. 5. Exporting of animation 6. Exporting of skin data 7. Exporting of vertex colors 8. Exporting of 2 UV - channels 9. Exporting of custom attributes
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