Topic: .mod plugins  (Read 3629 times)

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Offline candle_86

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.mod plugins
« on: October 14, 2009, 11:04:23 pm »
I got 3dsmax9 as yall know and want to start using it for more than just renders, is there a .mod plugin for it?

Offline atheorhaven

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Re: .mod plugins
« Reply #1 on: October 14, 2009, 11:07:58 pm »
I got 3dsmax9 as yall know and want to start using it for more than just renders, is there a .mod plugin for it?

I believe that the .MOD plugins only work up to Max 6, 5 for sure.  I think Rod O'N was talking to the same buddy who supplied us with the gmax plugins about porting to Max 9, or it was marstone.. one or the other if I remember correctly.  :)

But for now, nothing yet for Max 9, other than export to .3ds and import into gmax for final output to .MOD..
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Offline candle_86

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Re: .mod plugins
« Reply #2 on: October 14, 2009, 11:58:47 pm »
problem with taht though, i have to export to .nif if i do it to .3ds gmax cant import it crash's i think the .3ds changed since gmax. And if i do .nif i have to remap it

Offline Rod ONeal

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Re: .mod plugins
« Reply #3 on: October 15, 2009, 12:18:31 am »
I've never had a problem with any .3ds file importing into gmax? Could you post a .3ds file that causes gmax to crash on you so I can try it?
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Offline candle_86

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Re: .mod plugins
« Reply #4 on: October 15, 2009, 12:30:17 am »
yea ill have to make one lol, it only seems to happen with ones made in 3ds if i import a .nif in 3ds then export to .3ds it doesnt happen, and only after i mapped it

Offline Rod ONeal

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Re: .mod plugins
« Reply #5 on: October 15, 2009, 12:32:38 am »
OK. I'd like to check it out when you get a chance. Thanks 8)
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Offline GotAFarmYet?

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Re: .mod plugins
« Reply #6 on: October 15, 2009, 12:36:47 am »
Athor was close the plugins for max stopped at 5.
exporting to a 3ds file for max 9 and being able to open it in GMax should have worked though.
Rod is the best person to get this error worked out though as he is the one who got use the plugin for GMAx
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Offline markyd

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Re: .mod plugins
« Reply #7 on: October 16, 2009, 10:50:40 am »
and if your making models for sfc III I have found when exporting anything above 3.1 can have and issue on the overall effect of your meshes if they are unified.

But it does depend on the complication of the mesh..

in 3.1 your mesh can be as complicated as it likes, but it will retain all smoothing groups etc, outside of this say using max 5 then exporting to .mod, even if your smoothing groups are sorted can sometimes resort to an ugly effect, thats what happend to my gagarin i worked out last month.

Offline FoaS_XC

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Re: .mod plugins
« Reply #8 on: October 16, 2009, 11:17:02 am »
and if your making models for sfc III I have found when exporting anything above 3.1 can have and issue on the overall effect of your meshes if they are unified.

But it does depend on the complication of the mesh..

in 3.1 your mesh can be as complicated as it likes, but it will retain all smoothing groups etc, outside of this say using max 5 then exporting to .mod, even if your smoothing groups are sorted can sometimes resort to an ugly effect, thats what happend to my gagarin i worked out last month.

There is a fix to that. I wrote this script for Max9. It requires that the object be an editable poly. Select each object and run the following script.

Code: [Select]

alledges = #{1..(polyop.getNumEdges $.baseobject)} -- all edges bitarray
alledges -= polyop.getOpenEdges $.baseobject --exclude open edges
splitedges = #{}
for i in alledges do
(
edgefaces = polyop.getFacesUsingEdge $.baseobject i as array --the faces of the edge
smoothgroup1 = polyop.getFaceSmoothgroup $.baseobject edgefaces[1]
smoothgroup2 = polyop.getFaceSmoothgroup $.baseobject edgefaces[2]
if smoothgroup1 != smoothgroup2 or smoothgroup1 == 0 or smoothgroup2 == 0 do splitedges[i] = true
-- if the smoothing groups are different or nonexsisting add edge to splitedges bitarray
)
polyop.setEdgeSelection $.baseobject splitedges
$.EditablePoly.splitEdges ()

One of these days I'll remake it to be able to handle multiple objects, but for now just run it on each object. Basically what this does is it detects whether an edge is hard or smoothed. It an edge is hard it will split it.
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Offline markyd

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Re: .mod plugins
« Reply #9 on: October 16, 2009, 11:52:05 am »
and if your making models for sfc III I have found when exporting anything above 3.1 can have and issue on the overall effect of your meshes if they are unified.

But it does depend on the complication of the mesh..

in 3.1 your mesh can be as complicated as it likes, but it will retain all smoothing groups etc, outside of this say using max 5 then exporting to .mod, even if your smoothing groups are sorted can sometimes resort to an ugly effect, thats what happend to my gagarin i worked out last month.

There is a fix to that. I wrote this script for Max9. It requires that the object be an editable poly. Select each object and run the following script.

Code: [Select]

alledges = #{1..(polyop.getNumEdges $.baseobject)} -- all edges bitarray
alledges -= polyop.getOpenEdges $.baseobject --exclude open edges
splitedges = #{}
for i in alledges do
(
edgefaces = polyop.getFacesUsingEdge $.baseobject i as array --the faces of the edge
smoothgroup1 = polyop.getFaceSmoothgroup $.baseobject edgefaces[1]
smoothgroup2 = polyop.getFaceSmoothgroup $.baseobject edgefaces[2]
if smoothgroup1 != smoothgroup2 or smoothgroup1 == 0 or smoothgroup2 == 0 do splitedges[i] = true
-- if the smoothing groups are different or nonexsisting add edge to splitedges bitarray
)
polyop.setEdgeSelection $.baseobject splitedges
$.EditablePoly.splitEdges ()

One of these days I'll remake it to be able to handle multiple objects, but for now just run it on each object. Basically what this does is it detects whether an edge is hard or smoothed. It an edge is hard it will split it.

Nicely done mate, ur an intelligent guy... but i think i will just use 3.1 for exporting . mods from now on...   but for the newbiees this is invaluable..

Offline Tus-XC

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Re: .mod plugins
« Reply #10 on: October 16, 2009, 04:24:57 pm »
or just detach each smoothing group to the mesh... very annoying
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Offline FoaS_XC

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Re: .mod plugins
« Reply #11 on: October 16, 2009, 04:26:48 pm »
Tus, this script has the same effect, except that it automates it.
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Offline Tus-XC

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Re: .mod plugins
« Reply #12 on: October 16, 2009, 04:27:49 pm »
Tus, this script has the same effect, except that it automates it.

really.... hmmm..... well now...
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Offline FoaS_XC

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Re: .mod plugins
« Reply #13 on: October 16, 2009, 04:41:23 pm »
Check out that video tutorial I did for break models
http://www.youtube.com/Robinomicon

It's shows how it works in Part 2 of the break model sets
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