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Author Topic: ActorX Importer for 3ds Max  (Read 73454 times)
Thorongil
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Re: Actor X Importer for 3ds Max
« Reply #15 on: March 01, 2010, 08:27 »

Works perfect with Moh Airborne meshes and animations !
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Gildor
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Re: Actor X Importer for 3ds Max
« Reply #16 on: March 01, 2010, 13:33 »

It should work with any game supported by umodel Wink
(there are some troubles with Unreal Championship 2 animations, but it will be fixed in near future)
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sn00p
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Re: Actor X Importer for 3ds Max
« Reply #17 on: March 05, 2010, 21:01 »

gildor, can I import more that 2 characters without having problems with the bones ? ( now if i try to import let's say Miranda and Garrus both of them will reset and ill get only one set of bones )
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Gildor
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Re: Actor X Importer for 3ds Max
« Reply #18 on: March 05, 2010, 22:03 »

No. You should import these meshes into separate scenes.
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Gildor
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Re: Actor X Importer for 3ds Max
« Reply #19 on: April 14, 2010, 01:40 »

Version 1.08
  • fixed loading of psk files with root bone parent set to -1 (usually it is 0)

Now Star Wars: Republic Commando meshes will not cause importer crash.
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Gildor
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Re: Actor X Importer for 3ds Max
« Reply #20 on: April 24, 2010, 11:30 »

Version 1.09
  • applying normalmap using correct technique (previously was a bumpmap)

Probably will fix this issue.
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pixellegolas
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Re: Actor X Importer for 3ds Max
« Reply #21 on: May 11, 2010, 00:47 »

I don't know if this is the right place to ask for request but please send it to right thread if not.

Almost all diffuse map have an alpha when it comes to game models. I always need to manually copy the diffuse to opacity, enter the settings and tick off premultiplied alpha and then in the mono channel output go from rgb intensity to alpha.

This is done on almost all models, especially hair textures and often body.

I think chrrox sent me a script once but would be nice to have it automated with umodel

This is what the listener is giving me:

Quote
meditMaterials[1] = $.material
meditMaterials[1].material1.opacityMap = Bitmaptexture fileName:"M:\TERA\S1Game\CookedPC\Art_Data\Packages\CH\Castanic_F_R\Texture2D\Castanic_F_R13_Body_diff.tga"
meditMaterials[1].material1[#Maps][#Opacity__Map__1__Castanic_F_R13_Body_diff_tga].preMultAlpha = off
meditMaterials[1].material1[#Maps][#Opacity__Map__1__Castanic_F_R13_Body_diff_tga].monoOutput = 1
« Last Edit: May 11, 2010, 01:22 by pixellegolas » Logged
Gildor
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Re: Actor X Importer for 3ds Max
« Reply #22 on: May 11, 2010, 01:36 »

Probably that material is displayed in umodel without alpha channel too. Am I correct?

P.S. Main purpose of this importer is to import meshes and animations, materials are imported only for better look. 3ds Max is not a model viewer Wink
Umodel's material exporter is also very basic and I think it will never export full Unreal materials. It's very hard (or even impossible) to convert complex UE3 shaders to Max's material structure. It is (theoretically) possible to export GLSL (or HLSL) shader, but I'll need to significantly upgrade umodel's material renderer first.
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pixellegolas
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Re: Actor X Importer for 3ds Max
« Reply #23 on: May 11, 2010, 01:40 »

yeah i understand it is not meant for all the things i want it for Wink But I think it just adds a couple of lines and it is used like this for almost all models

But I can make separate alpha converter later on. I was trying to figure out how to make a script for aligning the tera heads but seems very hard Smiley
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jetv435
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Re: Actor X Importer for 3ds Max
« Reply #24 on: June 05, 2010, 20:27 »

Does this work on the original .3d files for vertex meshes?
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Gildor
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Re: Actor X Importer for 3ds Max
« Reply #25 on: June 06, 2010, 02:21 »

Does this work on the original .3d files for vertex meshes?
Of course not. This plugin is intended for loading Actor X data only.
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Gildor
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Re: Actor X Importer for 3ds Max
« Reply #26 on: July 23, 2010, 19:43 »

Version 1.10
  • implemented extended Actor X format (pskx and psax) support
  • "tools" rollout with options to restore mesh bindpose and remove animations

This Actor X Importer in conjunction with a new umodel version will allow you to correctly import Unreal Championship 2 animations.
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Gildor
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Re: Actor X Importer for 3ds Max
« Reply #27 on: September 09, 2010, 13:49 »

Version 1.11
  • added "reorient bones" option
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pixellegolas
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Re: Actor X Importer for 3ds Max
« Reply #28 on: September 09, 2010, 22:30 »

what does it mean? Smiley
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Gildor
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Re: Actor X Importer for 3ds Max
« Reply #29 on: September 09, 2010, 22:33 »

Made by request from the russian board. Exactly the same option exists in the md5importer.
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