AggrorJorn Posted March 23, 2010 Share Posted March 23, 2010 SWEEET!! Thanks a lot Arbuz! Quote Link to comment Share on other sites More sharing options...
Michael Betke Posted March 23, 2010 Share Posted March 23, 2010 Thanks a lot for your effort. I know you are running very low on sparetime. This is one of the most important tools in the Leadwerks production pipeline so far. EDIT: The manual misses the part of automatic lod creation. Whats the object naming convention for it? Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
ArBuZ Posted March 24, 2010 Author Share Posted March 24, 2010 EDIT: The manual misses the part of automatic lod creation. Whats the object naming convention for it? Strange... It must be there. Anyway naming convention is objectNameLODxx, xx-level of LOD Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
ArBuZ Posted March 24, 2010 Author Share Posted March 24, 2010 Damn! Ive uploaded wrong pdf. Reuploaded pdf and main archive now. Sorry Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
ArBuZ Posted March 24, 2010 Author Share Posted March 24, 2010 The sweetest part is automatic LUA scripts generation for custom object attributes!!! 1 Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Elmar Posted March 27, 2010 Share Posted March 27, 2010 And from where can we download this exporter? Quote Link to comment Share on other sites More sharing options...
macklebee Posted March 27, 2010 Share Posted March 27, 2010 And from where can we download this exporter? try the first post of this thread... http://leadwerks.com/werkspace/index.php?/topic/89-3ds-max-to-gmf-exporter/ Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
ArBuZ Posted July 8, 2010 Author Share Posted July 8, 2010 Does anybody have any problems with this tool? Or maybe someone has suggestions about functionality. Im going to make new release with some fixes and one new option. Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Michael Betke Posted July 8, 2010 Share Posted July 8, 2010 MAybe letting it create a simple basic .lua so the common adjustments are available right after import. I'm reading threads from time to time where people ask how they can enable options for a model. This is just a simple request. You tool is really nice and feels complete. Ok, batch exporting would be nice too. So I can process a directory of files. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
ArBuZ Posted July 8, 2010 Author Share Posted July 8, 2010 Actually it is already supports automatic generation of lua files It passes all user defined properties in lua file. So in the editor you can edit them. I described this process in pdf. Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Michael Betke Posted July 19, 2010 Share Posted July 19, 2010 I have a strange problem with the automatic LoD expoter. I used it a lot but now it seems to be some kind of broken after my re-install with the new rig. Object names: mud_wall_middle_5m and mud_wall_middle_5mLOD1 I would like to use this name: projectname_walls_mudwall-middle-5m.gmf I select both object and hit export. After export the two models are merged into one (!!) model not two. I have no idea why the exporter is doing this. I tried several objects and have no idea why it happens. I think there should be two models. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
ArBuZ Posted July 20, 2010 Author Share Posted July 20, 2010 You shouldn't select lod object in max. Only the base object. The exporter exports LOD only if selection count == 1 unless you check Export to separate files. Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Michael Betke Posted July 20, 2010 Share Posted July 20, 2010 Maybe this is why it always worked before. Sometimes my brain just forgets stuff if I do other things for a while. Thanks mate Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Michael Betke Posted August 22, 2010 Share Posted August 22, 2010 Ok now it seems I'm trapped again. This time .phy generation is giving me headache somehow. I have this export options. Physics mesh is just a cube. I tried the other option too but if I place the vegetation the tree branches are physicalized ingame too and not my custom mesh is used. edit: It's 3dmax 2010 x64 Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
ArBuZ Posted August 23, 2010 Author Share Posted August 23, 2010 The exporter makes it this way: it exports a model to OBJ file (using settings of OBJ exporter used last time) Then it runs obj2phy.exe to convert obj-file to phy-file. So what exactly do you have? Does obj2phy dos window appears during exporting? Check if you have Obj2phy.exe in scripts\sturtup folder? And check the 3dsmax OBJ exporter settings (just export something to obj one time. Then the exporter will use these settings). Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Michael Betke Posted August 23, 2010 Share Posted August 23, 2010 It works finally. had to set export to "quads" and disable the "Normals" export. Plus setting the gmf exporter to "colision tree" does the trick. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
Von04 Posted May 12, 2011 Share Posted May 12, 2011 Will this work with 3ds Max 9? Quote 3d world studio. 3ds Max 8. GTX 260. Visual Studio 2010. Dual Core 2.6 Mhz processor. Link to comment Share on other sites More sharing options...
ArBuZ Posted May 12, 2011 Author Share Posted May 12, 2011 Yes. It will work with 3ds max9. Btw, I re-uploaded the file. Let me know if you have any problems with the exporter Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
knowledgegranted Posted September 18, 2011 Share Posted September 18, 2011 Running in max 2012x64, works perfectly. Great Job. Quote It's like JFK announcing the moon mission. He had no expertise in space travel, and no way of knowing if it would work. He just announced "we're going to the moon" and then they made it happen because everyone was on the same page and working towards the same goal. If he had said "well, let's get some people in space, and we'll see how far out we can get, and if I find someone to make a rocket strong enough, we could possibly approach the moon's orbit and maybe land" it wouldn't have happened. Link to comment Share on other sites More sharing options...
katron Posted July 12, 2016 Share Posted July 12, 2016 Hey everyone. I know it is a 5 year old topic. But i am stuck and in need of help. A while ago (like 5-6 years) some guys in my company used leadwerks 2.3 to create a simulator. I need to update the map for myself right now. (to another airport model). But i am stuck. I have a lot of experience in unreal engine 4 and 3ds max. But i cannot even upload an object to leadwerks properly. The link for the plugin is dead right now. Could anyone have the plugin or could you suggest me a workaround? a note: i need to use leadwerks 2.3. Dont want to work on the physics from scratch. Quote Link to comment Share on other sites More sharing options...
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