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3ds Max Exporter Questions/Answers

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vinniemc

Senior user
#1
Apr 19, 2008
3ds Max Exporter Questions/Answers

Thought we should start us a topic on this subject to assist us modelers on how to use the official exporter. Hopefully we can get some input from the devs also.I will start it off with 10 general questions?1. Why can max not find the surfacemat.2da file? I have put this file into every directory I can think of and it still cannot find it.(even in "Windows" directory..haha)2. What are the specific uses for the .Mat files and which ones should be assigned to what models?3. What exactly is the test.mat material and why does it have a .mfx material system that assigns specific map types? What is the specific use of this?4. Why do not any of my "Grass" modifier entries show up? They currently are blank boxes and I have adjusted the grasseditor.ini to point to the correct location of the Grass sets. What exactly are the Grass sets, and how are they made?5, How exactly does the "Room Paint" Modifier work? Is it needed to define exterior tiles also? How do you paint the rooms exactly or assign the room specific vertices\faces?6. What is the naming convention used for "LightMaps" and their texture properties? I make a lightmap and point to it in the AuraBase and the WalkmeshMod modifiers but it still errors in Djinni saying it cannot find the file or when it does it is in an incorrect format and needs to be 24bpp, even though I have tried DDS DXT5,tga24bit and bmp and still it is in an incorrect format.7, What is considered a placeable model in the AuraBase modifier, as there is no model category for it?8. What type of physics does the engine support and how can i use it in 3ds max? Is there any type of Physics modifier that tells the engine the model can be moved or interacted with? Are all these model types defined as items thus making them interactive objects?9. How exactly do you export animations and what setup is required to make animations?10. In creating a GXX exterior landscape what are the exact requirement needed for the model? What are the layers it must have and modifiers required and in what mesh/order are they assigned?Well those are some general major questions I have at the moment. Looking forward in seeing what responses we get on these vital questions for us modelers.CheersVinnieMc
 
V

vinniemc

Senior user
#2
Apr 20, 2008
What I have found out about GLXX(exterior areas) tile sets. They seem to be mesh objects and the order of the modifiers on the stack is important or it will not export correctly.Below is an outline of what I have done so far to export a exterior Tile set without crashing max but still does not show correctly in Djinni..This is not necessarily the correct way either..The order in the modifier stack. -Grass(modifier, shows slots for entry but cannot enter anything) -WalkmeshMod(modifier, numerous setting) -AuroraBase(Helper object, numerous settings) -Roompaint)modifier, for painting rooms and walkmeshes,, completely not understood..sigh!! -Actual landscape mesh -AuroraLights (2 types)All are linked to the AuroraBase helper object for exporting..Now we come to the texturing..There are two types of materials you can pick from in the max material editor, an AuroraMaterial orTestMatThe Aurora material has slots for diffuse and opacity maps as well as it points to a material file that is found in the Witcher's Materials folder.(notepad text file)These materials are in Polish at least most and there is no way to know what material is or should be assigned. If you do fill in oneit will error out saying it cannot find it. If you leave it blank it will hang max on export saying it has none and no way to get out of the message without using the taskmanager to get out of max.The testmat also has slots for diffuse and opacity but it points to the files that came with the exporter in a folder called "mfx". Material effects?And these allow you to add in normal,occlusional,specular, and other maps.So which should be the one used?That is as far as I have got in these past days and hope others can get to this point,or are at this point, and can shed light on anything they may know about this process, which will help us all in the long run....CheersVinnieMc
 
V

vinniemc

Senior user
#3
Apr 21, 2008
This is an out right bump to put this at the top for any dev to easily notice.I do apologize, but think this would be acceptable seeing it's importance to us all in adding in content.and yes, I will take the all the negative responses...sigh!!! hahaVinnieMc
 
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indigorage

Senior user
#4
May 7, 2008
Half bump/half question - I haven't really started tinkering with Djinni yet, but is the Max exporter included with it, or is it a separate download? Or are we forced to use a non-specific exporter (such as NWN) for Witcher content?
 
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vinniemc

Senior user
#5
May 8, 2008
IndigoRage said:
Half bump/half question - I haven't really started tinkering with Djinni yet, but is the Max exporter included with it, or is it a separate download? Or are we forced to use a non-specific exporter (such as NWN) for Witcher content?
Click to expand...
Heya bud,,some very good news for us content creators..Here is a link to the exporter first draft tutorial and at the top page is the Official Exporter link. This version works with 3DS Max version 9.This exporter was modified by me to make it easier to install and set up, so please just read the instructions and you should be all setup. The exporter tutorial is a very rough draft and we at Strands of Destiny will be releasing a fully documented tutorial on the complete exporter setup.Hope that helps bud, and if you need any questions answered please feel free to post em up...CheersVinnieMc
 
A

altwolf

Senior user
#6
Jul 13, 2008
hi. I am looking for the MAX exporter. I don't see a link anywhere...Where do I find it?
 
G

Gamewidow

Forum veteran
#7
Jul 13, 2008
look here
 
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