View Full Version : 3Dsmax ArmA2 modding toolset
Soul_Assassin
Jul 3 2009, 23:28
**** UPDATED 24-10-09 ****
Let me fill you in on something I've been cooking up for a little while now. This is a toolset that has been in my head now for a while that is designed to make the life of any arma modeler that uses 3dsmax easier. It is by no means complete but I can tell you already happy with the results that i am getting. The reason why I am posting about it is because I know that there a bunch of ppl here that do use 3dsmax and I would like anyone willing to contribute ideas on this toolset, e.g. features, techniques and whatever.
Outline
The toolset consists of a great deal of interconnected scripts to help do the majority of the modding work in 3dsmax and not O2, like basic selection naming, model.cfg generation, rvmat file generation for supershaders and glass, preview in the 3dsmax viewport, setting up bone hierarchy, managing LODs and exporting all this madness into a fully functioning p3d file.
http://www.sparrowstudio.net/armavdv/toolbox/rolls/plugin.jpg
This is the main interface of the toolset.:
FEATURES
1. PROJECT SETUP
This module allows you to prep everything before you start. Generate some project folders. Create an accurate blueprint crossection. Set up a 3 light system for better preview with materials in the viewport and finally to quickly make sure that the scene you are working in is indeed set into metric system for 1:1 export to O2.
2. TEXTURING
In here you can quickly and easily bake Ambient Occlusion (and also a special variation of them for Super Shaders called _AS maps) as well as diffuse color maps. With a few clicks tweak the size and quality and automatically preview the results straight away in the viewport.
3. NAMED SELECTIONS
This module allows you to quickly name your model parts. The whole system works on reuse of what I called Selection Name Sets (SNS). These are special files (more on these later) which contain a list of selection names (e.g. otochlaven) and their normal descriptions (i.e. Gun). Of course with ArmA the use of standardized Czech names is not required anymore so the SNS can contain any desired names and meanings.
The interface on initialization checks the special folder for these sets and loads them in. This way I can have separate sets for e.g. Fixed wing aircraft, Tanks, Cars all saved separately and accessible at all times. I pick the required set for the particular model, chose the part name, if required add prefix or postfix characters, preview the name and if satisfied apply it to the selected objects. Of course the part name can also be custom text entirely, and not from the name set.
There is also an option of sequenced naming. For example I choose prefix l_, part name "wheel" and check off "Sequence". Then select the wheels on the left side of the vehicle in the order of the sequence. Hit apply and the wheels are properly named l_wheel01, l_wheel02 etc.
When you import the model into O2 the selection names will be carried through.
The selection name sets are generated through an interface built into the toolbox:
http://img36.imageshack.us/img36/8344/toolset2.jpg
here you can load/save sets, edit them by adding/removing or editing entries.
The only one limitation of 3dsmax is that the names only apply to whole object (or max nodes) and not verticies like in O2. Thus this does not provide a total solution.
3. LODS
A system allowing you to manage the LODs of the model. Linked to the layering system of max. Create new LODs with ArmA2 preset names, edit them, duplicate them and isolate lods by double-clicking on their names.
4. MEMORY LOD
In here you can set up the backbone of the animations. Create points, manage them and use them to create axis for the animated parts. This will allow you to preview rotations in the viewport. Points are automatically placed into a Memory LOD.
4. HIERARCHY AND ANIMATIONS
This is the beginning of the model.cfg module which will allow to rig and check the model in 3dsmax. By applying the parent-child linking directly in the viewport you can setup the hierarchy and preliminary test out the animations on the model. Later this hierarchy will be used to generate the cfgSkeletons part of model.cfg.
It also allows for quick overview of the model part and double-clicking names selects them in the viewport.
4.1 MODEL.CFG EXPORTER
This little handy interface lets you quickly generate model.cfg files by incorporating the hierarchy and memory point lists. Complete with Inheritance. Also the ability to open previously generated files and add to them.
5. EXPORTING
Here you have two options: export some selected geometry as a 3ds file or go for the grand slam and use the FIRST EVER PUBLIC EXPORTER OF P3D FILES FROM MAX :):). It takes into account: the lod system, selection names, smoothing groups ( no SG applied = sharp edges, any SG applied = smooth edges ), vertex normals, material and texture assignments, UV maps. All in all a fully functional p3d. So upon first opening O2 you will have: assigned textures and materials, working animations, correct LODs etc etc.
6. RVMAT GENERATOR
In the toolbox you will find 3 specially designed directx HLSL shaders (super shader, glass, stencil). They have a dual purpose: to allow a simple preview of materials in the viewport of max (with normal, spec and ambient maps) and they also generate rvmat files with proper texture assignments upon p3d export.
TODO: RTM MODULE
For easy creation and export of soldier animations.
Thats about it for now. Feel free to comment on the content as described above but what I am really looking for is a brainstorm session of what else could be included :)
DOWNLOAD LATEST VERSION: http://www.sparrowstudio.net/armavdv/toolbox/ArmAToolBox_1.1.rar
MIRROR FALSHPOINT.RU: http://flashpoint.ru/forum/downloads.php?do=file&id=1038
MIRROR ARMAHOLIC: http://www.armaholic.com/page.php?id=6891
PATCH 1 for 1.1: http://sparrowstudio.net/armavdv/toolbox/ArmAToolBox_1.1_patch1.rar
INSTALL: http://www.sparrowstudio.net/armavdv/toolbox/install.html
READ DETAILED DOCUMENTATION WITH VIDEOS: http://www.sparrowstudio.net/armavdv/toolbox/docu.html
HERE ARE SOME TUTORIALS:
1. Tut 1 - Setup
Q6L4Bbe1w48
2. Tut 2 - Texture
6KOawrKXrzs
3. Tut 3 - Selection Names
Ln7jnOYz4Eo
4. Tut 4 - LODs
rxXEXARedl4
5. Tut 5 - Memory LODs
zd_i2TFF-so
6. Tut 6 - Materials
0Q_zzniF8tQ
dyQP6y3r8SE
7. Tut 7 - Model.cfg
EjjI0Q797h0
8. Tut 8 - Exporting
5WhxBUxNENI
FAQ
1. When I run the script I instantly get an error message about a button.
The toolbox only work with 3dsmax versions 9 or higher. No support for earlier versions. Do not ask if a downgraded version is being developed. It's not because of the sheer amount of stuff that would need to be taken out, it wouldn't be a toolbox anymore.
2. When I export to p3d the models in O2 are not the right size
Work in meters, with the right dimensions.
3. When I export to p3d I get an error: Mesh operation on a Non-mesh object: Blabla"
Make sure that all geometry that you want to export in converted to Editable Poly. Also make sure that there is no non-geometry objects (cameras, lights etc.) in the LODs that you want to export.
Restart the toolbox after fixing. Next version will include a warning.
4. It exports fine but when I try to load it in O2 it says Unable to load file.
Make sure that your geometry is consistent of only triangles and quads. N-sided polygons are not supported by O2. Check things like cylinder tops etc. Better warning will be built in in next version.
5. When I check off Save Materials or Save Texture and export I get an error in max and the export is aborted.
When you use this option make sure that ALL geometry that you are trying to export has at least one of the shaders applied as stated in the video. Silly bug, will be fixed. Meanwhile if you need to export untextured stuff just dont check off the boxes.
Any new suggestions are welcome!
Hellfire59
Jul 4 2009, 00:33
Oh, Nice this is going to come in handy
Do you plan on releasing it soon?
Soul_Assassin
Jul 4 2009, 00:38
i was planning to work on it abit this coming week and include some more thingies. Hopefully by then I can include some more content and have the first public test.
Hellfire59
Jul 4 2009, 01:06
I am very happy to see this, I have modeled in max for a very long time, but have no O2 exp
Young Eagle
Jul 4 2009, 03:11
This is brilliant!
.kju [PvPscene]
Jul 4 2009, 06:06
Looking very good SA. Thanks for your excellent contribs! :bounce3:
Max Power
Jul 4 2009, 07:58
Sounds quite amazing!
Soul_Assassin
Jul 4 2009, 09:46
Thnx for the good responses. Hopefully this will help alot of people. I will be posting demonstration videos soon too.
YES!
Also, what about scale? I really sucked at syncinc the O2 scale and max scale.
rstratton
Jul 4 2009, 22:08
holy fuck thats somethin i been wishing for
USSRsniper
Jul 5 2009, 04:42
Nice work, but what about texture is there going to be module that will convert .tga or .png textures applied in 3d max into .paa?
Soul_Assassin
Jul 5 2009, 10:47
I might support for .paa textures but as far as conversion goes I do not think so.
rstratton
Jul 5 2009, 17:41
what versions of 3ds max will this work on?
Soul_Assassin
Jul 5 2009, 18:35
It should theoretically work across a range of the latest versions. I will try to make 9 the earliest version.
i dont use 3dmax but this is Just Brilliant :)
Keep up the good work!!
makes me wanna do something like this for cinema4d.
with the python plugin it should be a walk in the park :whistle:
Soul_Assassin
Jul 5 2009, 21:57
A screen of the semi operational model.cfg generator:
http://img196.imageshack.us/img196/7503/cfgj.jpg
As you can see it gives speed advantage due to class and skeleton inheritance re usability. You can set up your bone hierarchy directly in max by linking the parts in parent-child manner and then use the hierarchy to generate the bone list. Also double clicking on one bone in the hierarchy makes transfers the bone name to the animation property so you dont have to retype the selection name.
DMarkwick
Jul 5 2009, 22:15
VERY nice :)
starstreams
Jul 6 2009, 00:47
Wow Soul Assassin!
I don’t know anything about modeling in ArmA atm, but I do use 3dsMax, and this tool looks very…very cool!
I can’t even imagine how much work goes into something like this, but I’m sure it’s not a walk in the park!
Thank you so much for your efforts. I can’t wait to download this! :bounce3:
Fantastic work, this is exactly what the community is going to come to rely on for 3DS Max modelling/export toolset. Brilliant!
like the rest.. great job! this is something very much needed.
will there be a feature to take 3d max animations and convert them to a .rtm format?
Soul_Assassin
Jul 8 2009, 17:24
This is something Ive been thinking of as well ever since i made some animations using the old rtm tool. I will defenately give it a go once more research is done in the arma2 rtms.
Afaik teacup wants to do one again but the new rtm format needs to be understood before.
Soul_Assassin
Jul 8 2009, 20:54
Teacup made the maya plugin for arma1 not so long ago. The plugin for max requires alot of work though. You need the armaa skeleton rigged to a biped and an algorythm that writes the position matrices of the bones to the rtm format
Ah that was for maya. Sorry mixed that up. The A2 rtm doesnt use transformation matrices anymore btw. Seems to be 7 floats per bone now.
mikebart
Jul 9 2009, 07:43
F'ing legend S A, I cant wait to test this out :)
[APS]Gnat
Jul 10 2009, 12:33
Nnnnniiiiiiccccceeee !
Neostralie
Jul 13 2009, 19:29
It would be very usefull.
But, I wonder if BIS would one day explain their workflow.
In somes screens of ArmA 2 we can se that they work with Maya but I've never seen a shot with O² being used...
armatech
Jul 14 2009, 02:39
Bring it on man excelent plugin cant wait would be nice ot have arma2 paa compression included.
bar10dr
Jul 15 2009, 17:59
This looks very very good, any estimate on release?
Soul_Assassin
Jul 17 2009, 17:14
Well im back fro holidays and can resume some work. I plan to get alot done in the coming days + researching the max sdk on what i can do with c++ in terms of file import/export and new tools.
I cant wait to have a go at the material editor thats sitting in my mind. But its going to be later as BI releases more info on the shaders.
Just wading in to say that I am looking forward to seeing the output from this, as I do the vast majority of my modeling in 3ds Max 2009.
I believe this could cut down the time it takes me to produce a model by many weeks if not months!
Soul_Assassin
Jul 23 2009, 05:18
A little video to show how it works :) Ive already started packing more features before release that you dont see in this video.
http://www.sparrowstudio.net/armavdv/toolbox/preview.html
[APS]Gnat
Jul 23 2009, 12:48
Cool Video, Cool Tool
mikebart
Jul 23 2009, 13:25
brilliant work, very nice user interface too, thanks alot for making this
RobertHammer
Jul 23 2009, 13:45
Great tool , i like it :)
Soul_Assassin
Jul 24 2009, 01:14
todays fruits of labour:
http://img125.imageshack.us/img125/4348/amb.jpg
added ambient occlusion baking tools. Fast and efficient. Select the unwrapped object, tweak easy to understand settings (any color + two presets:black/white and pink/white (pink white ambient files are used in ArmA2 rvmat files as ambient occlusion)), select file to save to and voila with instant viewport preview if you choose.
Fortran
Jul 24 2009, 03:43
Fantastic work! Aside from the cfg setup which is a real timesaver I was thrilled to hear you say that you would also be adding the ability to set Memory points, adding them in 02 and trying to get them absolutely spot on for perfect clean animations can be a real pain in the butt, especially with the archaic UI and translation/rotation tools of 02. To be able to snap to vertex or edge using max's toolset when creating memory points will make like infinitely easier. Many thanks for creating this, can't wait for a release!
Just interested, referring to this same topic how your planning for the memory points to import over into O2. Have tried a couple of times to achieve this myself, just to simplify adding the axis memory points for rotation etc inside the model so I can place them precisely in max and don't have to create them in O2. However every time I try to import a single vert into O2 I get the following warning: "no faces in mesh "meshname" cannot import this kind of object". Do you have a working method for importing the single verts (points) into O2 or what kind they should be? If so I would love to know as I could do this in max now while waiting on your great toolkit to be released.
Montesky
Jul 24 2009, 04:07
Absolutely brilliant work !!! i cant find words for thanking it amazing tool :notworthy:
Alex, have you in mind similar toolset for edit island/maps ???
Soul_Assassin
Jul 24 2009, 09:04
@<hidden> all
Thnx for nice comments :)
@<hidden>
Yes adding mem points in max is infinately simpler. The method i will be using is a workaround. I use helper points to set the positions then save a special file with their positions and names. T_D, a O2 scripting genious has already written a nice tool that can then be used to import these position files.
While you wait you can try this method: make ur LOd in max out of verticies as you have before but make sure you mesh it (ie every vertex is connected to a face) export this mesh into O2, there select the faces and remove them, leaving just the vertecies.
@<hidden>
Im not aware how island makers use 3ds max :S?
Fortran
Jul 24 2009, 15:19
Ah magic thanks mate will give that a go in the meantime. Anyway keep up the great work, really looking forward to this toolkit :)
Edit: works perfectly with just a simple plane, then deleting the faces and any unused verts like you suggest! thanks :)
Soul_Assassin
Jul 24 2009, 18:18
The only thing is that you cant expot names of the vertrcies. Withe the module for my toolset you will be able to name the points fast and axis even automatically.
USSRsniper
Jul 24 2009, 19:55
Nice video, now we know how to use the toolset before it's even released :) h The toolset as some neat features, I like how easy it is to name wheels, names them in order which you selected them. :yay:
Soul_Assassin
Jul 24 2009, 22:26
At the first release i am going to make a series of proper vids to explain the workings of the tools.
Soul_Assassin
Jul 26 2009, 01:40
Finilized the Memory LOD tools:
http://img36.imageshack.us/img36/905/lodc.jpg
a Short description:
- create special points which get stored in a seperate layer automaticaly.
- convert two points into an axis: pick 2 points and an object and the objects local pivot gets put between the points making it super easy to check if your axis is on a good location and preview the angles for the model.cfg later.
- the axis points get automatically named: objectname_axis
- easily switch the selectability and visibility of both geometry and mem LOD seperately.
- see all the points in a consise list, doubleclick on the name to easily select
- export the memlod into a new .mlf file which is loaded into O2 via a plugin (designed and implemented by T_D)
voila, your memory points are in O2 at the right positions AND have the right names!
One more small module before release :)
Fortran
Jul 26 2009, 02:09
Brilliant! Couldn't ask for anything better for this job really. Any idea on a release date at all ?
Soul_Assassin
Jul 26 2009, 10:42
soon :)
Soul_Assassin
Jul 26 2009, 22:20
Some good news :) The toolset is ready for RC1 and will be tested for a few days while I write and film the documentation. The two last tools have been added today and I have to say Im proud of some of the additions. Lets take a look:
http://img24.imageshack.us/img24/7299/toolse.jpg
On the left you can see the two new modules: "Project Startup" and "Export"
Project Start up has a few options useful in the beginning:
- Project Folders lets you create through a small interface a project folder structure with a choice of what folders you want
- Someone was asking about scale. Now there is an option to set the max settings to meters easily. If you do this before you start modeling and then import in O2 with a scale 1:1 the model will be the right size.
- One of the things im very proud of is the "Blueprint" tool. As you can see its a full featured plug-in (see right side of pic) that lets you create in one go 3 planes in a cross pattern with their length, width and height linked and in proper units. All it takes is click and drag and you have a correct bluprint system in place. If you know the dimensions of the object you are creating and crop the blueprints accordingly then apply the bitmaps to these planes you have your blueprints ready to model in just 1 minute. This tool came to me in a dream :)
The export module contains a few buttons that should be used before exporting and the export button which will save the selected objects to a 3ds.
Thats it, time to clean it up :)
USSRsniper
Jul 27 2009, 23:47
This tools is simply amazing, improves the work flow greatly!
While testing this tool, I was able to animate this vehicle without even leaving 3ds Max! :eek:
http://img24.imageshack.us/img24/906/toolboxe.jpg
kurt211
Jul 28 2009, 03:21
Looking very good SA. Thanks for your excellent contributions!
wow...i don't know how i was able to miss this thread until now. Brilliant work mate!
Cant wait to test this on my VW bug.
Fortran
Jul 30 2009, 03:13
Just a quick question, is there any part of the toolkit that allows you to work out the rotational/translation percentage or degrees (min/max) for the model.cfg ?
Soul_Assassin
Jul 30 2009, 04:38
Well indirectly. You set two memory points and then u assign them as the axis for a part. This moves the pivot of the object right between these points (just as it would be in game) now rotating in the local coord system you can try out how far ur part can rotate. Make a note of it and put it in the model.cfg generator :)
Looking forward to see it on my PC :-)
Great Job
@<hidden>
"Haste gut gemacht !"
I really can't wait to use it , it will save me so much time and make me even more motivated to make addons and to work again on my ArmA 1 mod to export it and finish it on ArmA 2 !!! :yay: Thank you very much Soul_Assassin for working on this tool
Soul_Assassin
Jul 30 2009, 20:27
Thau shall wait no more :) : http://forums.bistudio.com/forumdisplay.php?f=91
Montesky
Jul 30 2009, 23:46
:bounce3:
Soul_Assassin
Jul 31 2009, 00:21
sorry i ment http://forums.bistudio.com/showthread.php?t=82188
hey u make a maya 2008 toolset any chance :D:D
Ive just moved over to 3dmax from BIS o2 toolset, i will indeed be following this thread and hopefully using this great toolset you have delivered, good work Soul_Assassin!
Soul_Assassin
Jul 31 2009, 14:23
Next on the feature list is the material editor and the rtm module. But for these things we await more info from BIS.
rtm module
:yay::bounce3:
Soul_Assassin
Aug 10 2009, 23:05
Big news :)
For the last week Ive been coding a p3d exporter for 3dsmax (read: work in max and then save as p3d and open in o2, there will be no o2->max component).
Features:
- possibility to export a model with any ammout of LODs (to be determined how this will be set up, most likely using the max layer system)
- export supports both tri's and quads. This was a hard one as max does not automatically sort vertices in the correct fashion (the functions were not designed for that), complex functions had to be setup to take care of that so you dont get any inverted polies etc.
- saves texture and rvmat assignments. this will be linked up to the material editor.
- saves object names as selection names (no more 10 character restriction by 3ds format.
- uses the right coordinate system (swapped y-z) so what you see in max is what u get in o2, no more mirroring after import.
Future possible developments:
- a vertex based selection naming system (more like O2) as opposed to max's object based.
- any ideas welcome
BUt have a look at the video:
Kvt3OjJu7_o
Fortran
Aug 10 2009, 23:42
You are THE man!!! :yay: this is truly excellent! Saving texture & Rvmat assignment alongside the P3D export is just a godsend! Amazing work, truly amazing! Can see a month or so from now O2 will be entirely obsolete in the export process!!
Literally been checking the 2 threads twice or more per day waiting for some news lol! Fantastic stuff mate!
Montesky
Aug 11 2009, 03:58
no words !! :butbut:
:notworthy::notworthy::notworthy::notworthy:
Awsome
MAX Layers are a very nice way to replicate the LOD system indeed.
if you pull this off, you will be my personal hero.
This might actually increase the quality and numbers of addons while reducing the timeframe for creating one.
nice job altogether. Looking forward for the update.
metsapeikkoo
Aug 11 2009, 16:53
If you pull this off, you are my personal hero AND have helped my own graduational-project very much.
Marss911
Aug 11 2009, 18:10
Big news :)
Future possible developments:
- a vertex based selection naming system (more like O2) as opposed to max's object based.
- any ideas welcome
Again big thanks for putting those wishes on your 'to do' list. Again with this p3d export ability.. you are doing a wonderful job and well appreciated inside the ArmA community. Can't wait to see the upcoming release soul.
Keep up the wonderful and great work!
Soul_Assassin
Aug 11 2009, 23:54
Thanks for the kind words guys...but what do you mean IF I pull this off? Its already pulled off :) just need to polish it :D
Geronimo
Aug 16 2009, 19:55
Hi all I am new to modding this game, but I modded BF-2 so I have a question:
With this tool, will it be possible to do all the 3d work in 3ds max, without messing with the Oxygen at all?
Soul_Assassin
Aug 16 2009, 20:08
no, not yet at least
AFfafaw
awEFADa
YYYYYYYYYYYYYYYYEEEEEEEEEEEEEESSSSSSSSSSSSSSS.
And you did it just in the way I was thinking of doing it. Max layers!
Soul_Assassin
Aug 31 2009, 02:56
A demonstration of working LOD system which will later be hooked up to the p3d exporter.
NOTE: before anyone starts asking about the soldier, I exported every lod seperately with the O2 3ds export then imported them onto different layers.
2PbIUyFtxgU
looking good. I am looking forward to be able to do all the mod related work (or as much as possible), only using 3dmax
mikebart
Sep 5 2009, 14:01
Could you put in some kind of support for setting up the Unwrap and exporting a second UV for light maps?. Also, displaying the light map (UV2) multiplied over the diffuse/normal, etc.. (UV1) in the view port render would be a great addition to the tool.
You certainly know your way around max, maybe you could help out with this problem?:
http://forums.bistudio.com/showthread.php?t=85827
Once again, fantastic work, looking forward to the next release.
Soul_Assassin
Sep 6 2009, 11:31
I'll take a look at it.
Chukk007
Sep 15 2009, 22:31
This is simply excellent work! I would not be surprised if a certain company called Bohemia Interactive doesn't adopt your 3dsmax plugin for their own use! Please continue with the polishing and if I may suggest, your "you tube" videos are great, so once you feel you are close to completion put in a few videos walking everyone through the process from start to finish.
Thank You
Soul_Assassin
Sep 16 2009, 00:25
Its annoying that utube only supports 10min vids othervise I would have one big tut video.
This is simply excellent work! I would not be surprised if a certain company called Bohemia Interactive doesn't adopt your 3dsmax plugin for their own use! Please continue with the polishing and if I may suggest, your "you tube" videos are great, so once you feel you are close to completion put in a few videos walking everyone through the process from start to finish.
Thank You
They have their own probably. I am very doubtful that anybody actually uses O2 for a complete model setup at BI. Selections are fun, you can check them with an anim, but you need to load the anim every time you make a selection. FUN FUN FUN.
Neostralie
Sep 16 2009, 17:05
could we have samples sets for the name selection tool?
Or could we import .cfg samples?
Soul_Assassin
Oct 17 2009, 01:29
I'm glad to announce that the problems I have been having with the p3d exporter have all finally been solved. What is the working condition as of now:
- exports specified layers as LODs
- exports selection names of objects
- exports up to 8 uv channels correctly
- exports memlod correctly
Silent Ghost
Oct 18 2009, 22:17
Also Sytax error at dotNetControl, expected, <rollout control>
--In Line : button r
Sorry I figure out the path problem
Soul_Assassin
Oct 18 2009, 22:21
Also Sytax error at dotNetControl, expected, <rollout control>
--In Line : button r
this error indicates that you are using a version of max < 9 which is not supported.
have you planned to release a new version ? because i prefer wait for a new version than use the current one , and i think i should not keep waiting if you wont release a new version
Soul_Assassin
Oct 19 2009, 11:56
Yes a new version is gonna be out soon. Just figuring out the material editor and then its on its way.
Soul_Assassin
Oct 21 2009, 02:14
Presenting the demonstration and tutorial series for the upcoming release. Lots of new things to play with, lots of bugs fixed and many things improved. Some things to expect and demoed in the vids:
- Material editor that doubles as a viewport shader for preview. Rvmats generated automatically on export of p3d.
- LOD system
- Overhauled model.cfg generator
- and of course the first ever p3d export from max.
Here goes the vids. They comprise a small project from start to finish:
1. Tut 1 - Setup
Q6L4Bbe1w48
2. Tut 2 - Texture
6KOawrKXrzs
3. Tut 3 - Selection Names
Ln7jnOYz4Eo
4. Tut 4 - LODs
rxXEXARedl4
5. Tut 5 - Memory LODs
zd_i2TFF-so
6. Tut 6 - Materials
0Q_zzniF8tQ
7. Tut 7 - Model.cfg
EjjI0Q797h0
8. Tut 8 - Exporting
5WhxBUxNENI
Saty tubed ;)
Dwarden
Oct 21 2009, 18:40
update the vids into first post , polish the post and i will sticky it
btw gj :)
Soul_Assassin
Oct 21 2009, 20:59
first page updated :) and a new version is released :):) !!! :
DOWNLOAD LATEST VERSION: http://www.sparrowstudio.net/armavdv/toolbox/ArmAToolBox_1.1.rar
INSTALL: http://www.sparrowstudio.net/armavdv/toolbox/install.html
READ DETAILED DOCUMENTATION WITH VIDEOS: http://www.sparrowstudio.net/armavdv/toolbox/docu.html
enjoy!
nullsystems
Oct 21 2009, 22:30
Got a syntax error when trying to open the toolkit in 3ds:
button addLOD "A" pos:[8,264] width:24 height:24 toolTip:"Add a new LOD." images:#("armaToolBoxSnsTools.bmp", undefined, 4, 3, 3, 3, 3)
Soul_Assassin
Oct 21 2009, 22:59
Got a syntax error when trying to open the toolkit in 3ds:
button addLOD "A" pos:[8,264] width:24 height:24 toolTip:"Add a new LOD." images:#("armaToolBoxSnsTools.bmp", undefined, 4, 3, 3, 3, 3)
can you be more specific? full error? version of max?
nullsystems
Oct 22 2009, 00:30
Hiya, its probably because im using an older version, 7.
http://null.kellys-heroes.eu/untitled.jpg
Soul_Assassin
Oct 22 2009, 00:47
Yep, thats the problem, only versions 9 and up are supported :( nothing I can do about it. But you have to understand, version 7 came out what 8-9 years ago :)?
nullsystems
Oct 22 2009, 03:16
lol cool beans ;)
That'll be the problem then, I thought it would be.
Thanks for the update tho!
Great work :D
Your a genius... Amazing work SA! Makes me want to learn this after seeing the tuts. :)
Alex
USSRsniper
Oct 22 2009, 05:40
Nice work, new stuff really helps, less steps to do in O2 in order to make the addon work in game. No problems spotted so far on 3ds max 2010 x64.
nullsystems
Oct 22 2009, 13:43
Excellent!
Worked perfectly with an up to date version of 3Ds Max.
I'm meant to be working on Cfg's today but I guess ill play around with this instead lol.
nullsystems
Oct 22 2009, 16:43
I do seem to be having some problems exporting from version 2010
Heres what I did:
Project Setup: Created folders and the blueprint. Resized the blueprint to 2x2x2 meters.
Created a simple box, 1x1x1m.
Deleted the blueprint sides.
Texture: 512x512, Selected Pink n White. Both saveTo files and applied.
Skipped Named Section.
Created 0,1,3, Shadow Volum 0 LODS. ( Kept them all the same, made no changes, since its a box ).
Skipped Memory LODs Section.
Refreshed Hierarchy: Shows "myBox".
Export: "Export p3d file", Auto generated, selected all the LOD's and went to export.
The error at this point is:
"Runtime error: mesh operation on non-mesh: Target"
What did I do drastically wrong?
Any help would be excellent!
Soul_Assassin
Oct 22 2009, 16:46
You forgot to delete the the light target in one of ur lods. try going into wireframe mode and looking for a small blue cube. Delete it. Reload the toolbox. Try again.
Ideally your lods should contain nothing else other then geometry. The geometry should also be converted to Editable Poly.
nullsystems
Oct 22 2009, 17:32
Thanks for the update:
It now saves if I dont choose "materials and textures". But when opening in Oxygen 2, it says " unable to load file".
Really confused now.
However, if I choose "save materials and textures"
I get the following:
unknown property: "filename" in undefined:
function readTextureFilePath mtl num=
(
bmp = mtl.geteffectbitmap num
BmpFileName = bmp.filename
BmpFileNameRel = pathConfig.removePathTopParent BmpFileName
return BmpFileNameRel
),
Soul_Assassin
Oct 22 2009, 17:37
PM me the .max file :)
nullsystems
Oct 22 2009, 18:24
PM me the .max file :)
PM sent. Hope you got it ok.
USSRsniper
Oct 24 2009, 19:46
p3d export doesn't work when exporting model which has multiple UV channels.
http://img40.imageshack.us/img40/7421/54434315.jpg
Soul_Assassin
Oct 24 2009, 20:00
It should, the error you get is due to having a Multi-material applied somewhere. They are not supported.
USSRsniper
Oct 24 2009, 21:21
Well i'm not using Multi/Sub-Object materials anywhere on the model.
Here is the part22 material
http://img245.imageshack.us/img245/4246/59296849.jpg
part11 is same except diffuse map channel set to 1.
Soul_Assassin
Oct 24 2009, 21:55
If you have 2 different materials assigned to the same object, no matter which channel, then its automatically a multi-material. In the material editor, use the eyedropper tool and click on the object.
In any case here is a patch with some built in warnings and by-goes some errors. Your error should not crash the prog no more :):
http://sparrowstudio.net/armavdv/toolbox/ArmAToolBox_1.1_patch1.rar
read the readme.
USSRsniper
Oct 24 2009, 23:16
If you have 2 different materials assigned to the same object, no matter which channel, then its automatically a multi-material. In the material editor, use the eyedropper tool and click on the object.
In any case here is a patch with some built in warnings and by-goes some errors. Your error should not crash the prog no more :):
http://sparrowstudio.net/armavdv/toolbox/ArmAToolBox_1.1_patch1.rar
read the readme.
Tried to export a box just for a test, no multi/Sub-object error but still get this error "--Unknown property: "effectFile" in undefined"
And point's to the same line just as the error before "typeOfMat = getfilenamefile expMesh.material.effectfile" If i select save materials and textures, get the same error that nullsystems gets "unknown property: "filename" in undefined: ". Also O2 crashes when trying to load the p3d.
Soul_Assassin
Oct 24 2009, 23:22
patch installed?
USSRsniper
Oct 24 2009, 23:37
patch installed?
No, just tried with the patch and didn't get any messages and got the model with "multi/sub-object" material into p3d. It seems that p3d export in your toolbox doesn't keep smoothing groups?
Soul_Assassin
Oct 24 2009, 23:44
works like this: any smoothing group = smooth edges, no smoothing group = sharp edges. So Auto Assign SG would still give you a completely smooth model. U have to unassign SG to have sharp edges.
Fortran
Oct 26 2009, 01:30
You sir are a genius! The moment I get time to sit down to finish the F-117A off I will be installing the new version! Thanks alot mate, has to be literally the most useful bit of kit in Arma modding history. Seriously appreciate your hard work on this.
nullsystems
Oct 27 2009, 21:41
ello,
Got a new error ive not seen before:
The model you are trying to export contains invalid faces. This will not work in O2
Don't think ive done anything out of the ordinary.
Items are:
Some Boxs, Oiltanks and 1 Text ( extruded into a 3d shape )
1 box and the text has "Bend" on it.
Edit:
I also tried this with just a cylinder, camfered items, alsorts. EVen with just one shape.
All converted to edit polys too.
Its worth noting, ive deleted each object seperately and tried. Still failed.
I have also tried deleting EVERYTHING, an that works.
I dont see how every object can now cause problems, so its got to be something im missing.
No cameras or lighting added either.
Any ideas, its completely halted my development for no reason.
Thanks!!!!
Soul_Assassin
Oct 27 2009, 22:12
post a screenshot :)
nullsystems
Oct 27 2009, 22:29
http://null.kellys-heroes.eu/s1.PNG
have you tried with mesh instead of poly?
nullsystems
Oct 27 2009, 23:31
have you tried with mesh instead of poly?
That will cause an error when exporting. Can only do polys.
I belive its because "chamfer" on edges isnt allowed.
Neither would Text, Cylinder or alike work either. And most of all, I cant use the "boolean" option from Compound. ugh
Not going to be able to carry on the way I wanted too now.
Just wasted several hours :(
chamfer should have no probs, since it creates new faces anyways. Make sure all your primary objects have been converted to editable objects (polys if you say with mesh it doesn work, although i find that strange, will need to test it myself).
For modifiers, guess you would need to colapse that on the mesh/poly (wild guess that is)
Text, yes, most likely not. Just convert that to poly as well
nullsystems
Oct 27 2009, 23:48
I convert everything to poly.
If you dont it wont work, at all. Its just the way he's made the system, probably a reason to it.
Chamfer, cylinder, text, compound object "boolean" method...tested them all several times. Just wont export with any of those things. I dont think it allows "bend" modifers either.
The following image uses 1 cylinder, 16 compound "boolean" objects to made the holes and probably 4 chamfers.
Just won't export that way :(
http://www.kellys-heroes.eu/forum/download/file.php?id=1066&mode=view
Soul_Assassin
Oct 27 2009, 23:55
lol a screen of ur mesh not my prog :P
---------- Post added at 01:55 AM ---------- Previous post was at 01:50 AM ----------
Checklist before export:
- Make sure you have only triangles and quads in ur mesh. This is whats causing ur error, you have somewhere n-sided polies. All the objects u described above by default have them and if you dont clean them up it will not export. Just clean ur mesh using the CUT tool in the Editable Poly menu.
- Before export, always collapse all modifiers and meshed to Editable Poly. If you did all correctly then any object would export :)
nullsystems
Oct 27 2009, 23:58
Ive updated the image on the previous page for you.
If I use those tools, your saying its still possible to get around it ?
I understand fully now after looking at what you said and then going back to what I did.
I dont see how I can do "Chamfer" tho, as it creates many sides...unless I have tons of triangles running around one object.
Worst part for me is, theres no way to replicate those circular holes anymore. Doh.
Edit:
For example, how can I cut the holes you see in the images?
Sorry ;)
Soul_Assassin
Oct 28 2009, 00:13
It is possible to use boolean, just clean up ur mesh. Listen I think you are jumping in a bit too fast. The tools were designed in mind to cut the time spent on doing stuff and not help you with modeling. Basically it assumes that before you got the toolbox you could still get the model in O2 manually.
If I look at your pic on the previous page I can see that you still need to learn alot when it comes to making models for ArmA and trust me for every answered question here you will ask 10 more untill you get it right ;) Please dont take it wrong, I hope this will motivate you to learn, but I suggest you get a bunch of "How-To model for games" DVD's and just practice practice practice :) When you know how it all works without my toolbox, come back and start using it and it will cut your time by a factor of 10 ;)
nullsystems
Oct 28 2009, 01:15
Thanks for the help.
Im really not interested in making modelling for arma a full time project, just had some ideas for models thats all. I'll just plod along as usual :)
How do you get a copy of 3Dsmax that works with this?
How do you get a copy of 3Dsmax that works with this?
You BUY! it, or update (still BUY IT!) your order license...
ohhh, the 30day trial might work for all i know
mikebart
Nov 2 2009, 23:50
hey, great work on the .p3d exporter SA, is there much hope for getting smooth groups working?
loving the tool, im starting to use it alot more now, i pretty much use the ao baker even for non-arma2 related stuff all the time :),
Just a suggestion, you could put a load in Photoshop button somewhere in the texture menu next to the "preview by applying to mesh" button, like this script here (http://www.scriptspot.com/3ds-max/photoshop-tool-open-image-maps-in-photoshop)
also it would be great if the AO renderer could save its settings
Soul_Assassin
Nov 3 2009, 08:49
hey
smooth groups do work fine :) apply smoothing groups to the whole model (doesnt matter which number so u can use Auto SG) then just select the polies that u want to have sharp edges and cancel their smoothing groups (Clear All). Export. Open in O2 select all and press F5 :) ur smooth groups are done.
I will look into ur other suggestions.
Thunder666
Nov 4 2009, 23:44
hi Genius ;o),
using max 9 and try to apply the DirectX Shader. In your Tutorial Video it is a glossy Material, if i open this shader looks like the default Max Mat. If i apply this to a poly i can change the Shader Values only with defaultFX(directX).If i apply the super Shader and change any Values this has no Result.
In Mat Window looks like default grey Mat and i my Scene preview all is black.
Need Help please, any Ideas ?
Greetings
Soul_Assassin
Nov 5 2009, 08:37
I really have no idea as to the exact behavior of all these tools in versions below 2010 as thats the only thing i can test on. I only try to make sure the commands and syntax I use fits all versions. I have no idea if the shader looks different. Does it export the rvmat?
Yano.t11
Nov 5 2009, 08:40
Hi SA,
same problem as post before with 3DsMax 9 and material DirectX Shader. Error by loading SuperShader.FX file, in the SuperShader.fx Parameters rollout is note "No valid technqiues found".
thanx
mikebart
Nov 6 2009, 03:17
hey
smooth groups do work fine :) apply smoothing groups to the whole model (doesnt matter which number so u can use Auto SG) then just select the polies that u want to have sharp edges and cancel their smoothing groups (Clear All). Export. Open in O2 select all and press F5 :) ur smooth groups are done.
I will look into ur other suggestions.
ok understood, I guess this means i have carefully to go through existing models and re work my smooth groups, but ill definitely work that way in future, thanks :)
Soul_Assassin
Nov 6 2009, 10:07
what I do is usually select all and do Auto-SG, then go Select by SG and go number by number. Flat part usually have a common number so whenever I find a flat part I just use Clear All.
mikebart
Nov 7 2009, 01:23
ok thanks SA, ill try that out, either way its still worth it for me to set them up for your .p3d exporter, i have nothing but trouble trying to import multiple UVs from .3ds or .obj meshes into O2, but your exporter works a charm :)
Soul_Assassin
Nov 7 2009, 02:15
thnx all for positive feedback and bug reports. Im also very interested in additional features ppl might think I should include. Feel free to suggest.
mikebart
Nov 12 2009, 10:18
I've got a few more suggestions for the texture panel, could you have an option to pick which UV channel you want to render the AO from and another button or maybe a pop up question asking if you want to switch back to the default scanline renderer after the AO render is finished?
Soul_Assassin
Nov 12 2009, 10:49
sounds good :)
metalchris
Nov 13 2009, 14:03
Don't know if you already considered it , or if it is even possible to use a Biped prerigged skeleton in max to create rtm animation files.
Teacup did a great Maya anim Toolset , but in his version the fingers weren't rigged.
In 3ds (built in realtime IK-system) it is much easier to create animations than in o2.
Soul_Assassin
Nov 13 2009, 17:00
that is exactly how it is going to work :) Biped rigs the skeleton and the preview model.
Does anyone know of a working path between Blender and ArmA 2, or if such a method is being worked on? I have lots of experience with Blender and Nifskope, but I don't think my brain could absorb much more modeling software. I modeled quite a bit with Oblivion and would love to add to the model library of this modding community.
Thanks,
Khugan
Does anyone know of a working path between Blender and ArmA 2, or if such a method is being worked on? I have lots of experience with Blender and Nifskope, but I don't think my brain could absorb much more modeling software. I modeled quite a bit with Oblivion and would love to add to the model library of this modding community.
Thanks,
Khugan
O2 can import obj and 3ds files. Obviously, you will need to sort out the LODs, proxies and selections, animations, etc etc from it, but at least you can model in something better than o2...
Not really the scope of this thread though
=KCT=BlackMamba
Nov 22 2009, 19:07
hi i have a question
in 3dmax im using 3dem files for terrain layout
what i like to know is does your program support exporting those from max to visitor3
Soul_Assassin
Nov 22 2009, 19:47
@<hidden>
nope this toolbox was not integrated into Visitor.
[FF]FriZY
Dec 1 2009, 20:12
Thank you a lot for this very usefull tool. I am sure that your tool helps many many peoples ( at least me :D ).
btw: When i tried to duplicate selected lod i have recieved error message:
MaxScript Rollout Handler Exception
-- RunTime error: Cant load buttom image: bitmap: "C:\Program Files\Autodesk\3ds Max 2010\Scripts\armaToolBox2.bmp"
I am using 3D Studio Max 9.
I resolved this problem by pasted this images (armaToolBox2.bmp) to new created path 3ds Max 2010\Scripts\ :yay:
[=SFLR=]DK
Dec 16 2009, 21:23
im new to 3ds, is there a way to attach every as one so when i click any where on the object it selects the whole thing rather than the part im clicking on it cause i dont quite get the detach part for axis as every thing can still come apart or is tht the way it ment to be? thanks for the mod tools and thanks in advance for the help!
Yano.t11
Dec 17 2009, 10:59
Hi, i've found little bug. If you choose Custom size in Texture node and set up some value then raises Maxscript exception Window: "--Argument count error size_w.changed wanted 0, got 1".
And some suggestions: its possible to make a preview of animations with values defined in model.cfg directly in 3DSMax viewport? Just for checking if they was adjusted correctly..somewhat like animation preview in Buldozer.
And little one, can you set Tag name optionally by creating Project Folder?
Soul_Assassin
Dec 22 2009, 05:08
OK will add to the list, thnx
mikebart
Dec 23 2009, 06:57
im new to 3ds, is there a way to attach every as one so when i click any where on the object it selects the whole thing rather than the part im clicking on it cause i dont quite get the detach part for axis as every thing can still come apart or is tht the way it ment to be? thanks for the mod tools and thanks in advance for the help!
Im not too sure what you mean, im not too familiar with that side of the tools yet, but there are a few ways to do what i think you mean found in vanilla 3dsmax.
try using groups, you can open them for if you want to select objects inside of them, double click the pink bounding box to select all within the group. Im not sure if it affects the exporting or any other factor of SA's tool having grouped objects though
or,
try using selection sets, just left of the mirror button is a box called "Create Selection Set" you just select the bits you want and type a name into the box e.g 'all' and then you can click the drop down menu and select a selection set, this is a good way cause it doesnt really affect the objects themselves
[FF]FriZY
Dec 31 2009, 14:07
Hi,
is any way (tool) how to find n-sides polygons in 3D studio max?
Soul_Assassin
Jan 1 2010, 08:06
in ver 2010 you can use the new selection tool to select faces with > 4 edges
in lesser versions u ave to write a script. Give me a few hours to slepp off my NY hangover and ill post it.
[FF]FriZY
Jan 2 2010, 12:36
Hi,
thanks for advise. I have downloaded and installed 3D SM 2010 but i found so far tool for select non-quads.
...but this tool selects polygons with more than 4 sides and TRIANGLES as well.
:(
HarryZhe
Jan 8 2010, 06:02
do you have any ideas on how we could reverse-engineer the bis skeleton and do our weighting in 3ds max?
Soul_Assassin
Jan 8 2010, 06:47
yes it possible, just dont have the time.
First time poster here. First of all, thanks alot for the toolbox soul. Im having a hard time exporting a model i have to O2. Everytime I try to export with "save textures" and "save material" ENABLED, I get this error message: "There was a problem with exporting, check the types of geometry you are trying to export." I simplified my file and only try to export 1 piece of the higher resolution model for the sake of testing. It exports FINE with material/textures DISABLED but crash otherwise. The piece of geometry is an editable poly, all triangulated, no smoothing groups, 1 material using the superShader. It tried this setup on max 2010 64/32 and 2009 64/32 and none works! Any hint would be greatly appreciated!
EDIT: Only the "save material" option makes it crash on export
Soul_Assassin
Jan 12 2010, 16:28
then check your material, make sure all model parts have the material assigned, make sure that all maps are present in the material etc. Make sure you dont have any hidden objects.
Thanks for the quick answer. Like i said in previous msg, there is only 1 object remaining in my scene. It is using 1 single material wich is using your superShader.
[=SFLR=]DK
Jan 13 2010, 22:37
hey:o, im a nood to 3ds so pls bear with me, im using 3ds 09 to build a swat scope, i gone to LODs section and followed the video but when i click duplicate i get this error, --Runtime error: can't load button images: bitmap: "C:\ProgramFiles\Autodesk\3ds Max2010\scripts\ArmaToolBox2.bmp"
but i dont own 3ds 10 never have done (no need to when i have 3ds 09) also i have my 3ds 09 in a diffrent driver, in my case it D:, it not a complaint i just dont inderstand 3ds tht much to know where to start to fix it:(
thanks for this tool and videos with out this i would not have a clue about building addons:yay:
Soul_Assassin
Jan 15 2010, 18:20
yeh, known error. To fix just make a folder by hand: "C:\ProgramFiles\Autodesk\3ds Max2010\scripts\ArmAToolBox\" and put ArmaToolBox2.bmp from the scripts folder in Max 2009 there.
HarryZhe
Jan 16 2010, 06:54
Can you confirm how possible you believe it is to construct a rigging pipeline from max into o2?
It would really really be helpful, the weighting tool in o2 is utterly unintuitive
Soul_Assassin
Jan 16 2010, 07:05
it is totally possible I just need to find someone who can quickly skin and make a proper rig in max since my experience in that is somewhat limited.
[=SFLR=]DK
Jan 16 2010, 17:38
see with the axis points in the mem lods, i dont want to rotate them but instead extended them, im making a sniper periscope and aiming to have the animation of the user to select the scope and as he brings it into play extend the model before moving to the eye.
HarryZhe
Jan 19 2010, 06:03
it is totally possible I just need to find someone who can quickly skin and make a proper rig in max since my experience in that is somewhat limited.
im adding you on msn RTFN
(i'll need a skeleton)
edit: wtf i have you already, why have i not noticed you online
FML
BGF Krätzer
Jan 26 2010, 13:36
I have some Questions:
1. Why the Textures dont apear in the Viewport in max9? The Model will be only black.
2.What was the way to let the Model use only tris. My model as only quads but some round parts are in it and only change it to mesh dont create new ones.
Bf2 needed only meshes and don´t new edges. Only Turn to Mesh works.
3. Exporter tell me i used the wrong Geometry? All Objects are Polygones..
Biggest Problem is that the Eexport dont work cause of geometry >.<
€dit: Ok the Black Model is cause of the non using of a Shadow map. Could you change the tool that it appears a neutral Shadowmap to the Model if it isnt used.
My Models have the shadow map still on the diffuse map so they dont need it.
€dit2: After playing around with the option the Shader works in viewport (max9):
http://i992.photobucket.com/albums/af43/BGF-Kraetzer/Tanks/Tigerviewport01.jpg?t=1264533819
€dit3: I made a Object, a sphere, converted it to poly and the same problem pop up " http://i992.photobucket.com/albums/af43/BGF-Kraetzer/Tanks/Tigerviewport03.jpg "
BGF Krätzer
Jan 28 2010, 12:44
I maked a Video + Video response at Youtube.
Cause now cfg problems pop up too.
http://www.youtube.com/watch?v=AonDmzBjG8M
Soul_Assassin
Jan 28 2010, 14:02
Hey I saw your video and the problems seem pretty strange to me. If you want drop me the model by PM and I can take a look, unfortunately I dont have max 9 to test with so if its a versioning problem then I cannot help but we shall try anyway :). Send me the model :)
BGF Krätzer
Jan 30 2010, 22:03
It will be posible to export correct smoothing groups in future?
And what i have done wrong if the export work correctly but in Oxygen only Checkern Patterns will be shown as Texture and in Buldozer appears cant load texture /..../.../../tiger.paa:confused:
€dit: Sry my Texture was in the wrong folder :/ And if i colapse the Texture there is all ok with the smooth, so sry ;p
Some more errors:
While trying export with my textures
http://i992.photobucket.com/albums/af43/BGF-Kraetzer/zilerror02.jpg
while trying export with standard mat
http://i992.photobucket.com/albums/af43/BGF-Kraetzer/zilerror01.jpg
BGF Krätzer
Feb 6 2010, 12:34
Little push :rolleyes:
Some more errors:
While trying export with my textures
while trying export with standard mat
i'd remove quoting images before a mod spanks you for it
Soul_Assassin
Feb 6 2010, 13:12
Something wrong with your materials definitions, I would try redoing them and seeing whats really causing the problem.
PS... 2000th post :)
BGF Krätzer
Feb 6 2010, 14:12
With definition you mean the names?
The Material should be ok, and i reset them but this changed nothing only another error^^
Get now error about unkown effect file????
wtf is an effect file?
Soul_Assassin
Feb 6 2010, 23:55
The effect file is the actual shader .fx file I included with the toolbox. I'll try to rewrite that part of the script to be more informative about the errors. Right now I guess if you are having so much trouble then its not worth the effort, just write the materials by hand, its not that hard :)
---------- Post added at 01:55 AM ---------- Previous post was at 01:19 AM ----------
maybe post a screenshot of your material in the material editor?
BGF Krätzer
Feb 7 2010, 07:13
It exportet now the scene, but i had to remove the lod1 and lod2. I don´t know why all lods used the same material. So The Material looks right, maybe it will work better in the next version.
Btw. what is the setting in the cfg editor for drivewheels. And how to set Memory for a Steering wheel that isn´t x and y 0°
Soul_Assassin
Feb 7 2010, 11:56
haha you're going out of the scope of the toolset, better post these questions in another thread :)
Hi, Soul.
I've heard that you're making your toolset for Blender. Do you have plans to do the same for Modo 401??
Soul_Assassin
Feb 25 2010, 10:34
Again there has been a misunderstanding, I am NOT making a Blender toolbox, someone else is, I was just advising. No plans for Modo atm.
I have a Problem!
When exporting an error that occurs constantly. (Unknown property: "effectFile" in the standard material: Standard)
I've watched the training videos and it just made as described in the videos.
http://img175.imageshack.us/img175/7659/fehlerg.jpg
Soul_Assassin
Mar 7 2010, 15:41
If you export materials, all objects must have a directx shader applied. One or more of your objects have a Standard material applied to it.
Minimalaco
Mar 10 2010, 20:00
hello, they excuse to ask this, can be that this responding before, but as I handle myself with translator online, it is difficult to me to follow everything: S
1) my question is the following one: I have several houses and walls done in 3dmax. soon to arrive and to use it in A2 to that format I must pass the objects?
2) the other is the textures, if I put textures to him in 3dmax, takes them to A2? or I must put textures to him in another program?
greetings and thanks
Soul_Assassin
Mar 11 2010, 00:49
Hi Minimalaco,
1) You can export your objects either through 3dsmax function (3ds) of through the p3d export included in this toolbox. When you export a p3d, you have to make sure all your models have 4 sided polygons.
2) you can texture in 3dsmax, but to make sure you get your texture in to O2 you have to make sure you use a "Superhader" in the material editor like I have shown in the movie, export in p3d and choose "Materials" and "Textures" in the export dialog.
When you export a p3d, you have to make sure all your models have 4 sided polygons.
Why only quads?
Soul_Assassin
Mar 12 2010, 16:30
Why only quads?
sorry meant to say quads and tris. No n>4 sided polies. Cant be bothered to write a triangulation function :P
Minimalaco
Mar 13 2010, 03:36
thank you very much Soul.
Bartchie
Mar 22 2010, 03:45
How can I assign DX Shader material to polygon selection of my model ? I made building with few textures assigned on various selections of polygons (all are with UVW coordinates with UVW channels).
Soul_Assassin
Mar 22 2010, 05:14
If you assign different materials to different poligon selections you will end up with a Multi-Material, which is not supported by the exporter. If you want to have multiple materials on the same mesh you have to do it manually: as export with just one, then copy and modify that rvmat to make the other rvmats, reapply them in O2.
Bartchie
Mar 22 2010, 07:11
Good, I will try. Thank you very much for support.
Bartchie
Mar 22 2010, 12:26
I'm sorry for the second post but I found perfect way to export model with perfect textures coords with names from mat library (later change with mass texture rename tool in O2). Just read info about my model down here:
- All objects converted to editable mesh
- All modifiers collapsed (just editable mesh)
- Scale set using Soul_Assassins tool
- Only standard/multisub materials
Just export to .OBJ with the settings that you can see in the image below:
http://img118.imageshack.us/img118/5439/objexport.jpg
Make sure ALL settings are same as mine. Remember about scale setting.
Then you go to O2, import -> obj file and set the scale to 1,0 (leave Invert x/y/z and leave angle). When you have your model imported, select everything and press W to flip all faces and then you can just rename your textures. This is some info for people who are still having problems with exporting their models. I found this way after 2 days of messing arround with 3ds max :mad: The best is to find the fastest way to make add-ons :) I hope it will help you, ArmA2 artists :)
fusionofp
Jul 6 2010, 10:08
Does anyone have a nameset for a linebacker or tunguska type vehicle ?
(even bradley will do ).
These are the files found in : x:\3dsMax\Scripts\ArmAToolBox\modules\NameSets
I'm having difficulty following you tutorials Soul, you move too fast :)
Bullock
Jul 11 2010, 23:52
Hey quick question: I have a completly textured vehicle in 3DS Max. Can I export it somehow to O2 WITH the textures intact?
They are just a basic layer, no bump maps etc., its basically OFP-niveau.
EDIT: DAMN IT, it gives me the "Mesh operation on a Non-mesh object" error.
I dont understand, when I export it to .3ds and then Import the .3ds file via Oxygen, I get my model but the textures are lost.
But when I use the Toolset the textures would work but the model doesnt.:-(
fusionofp
Jul 21 2010, 14:35
This thread is dead ?
Soul_Assassin
Jul 21 2010, 17:41
no. y?
fusionofp
Jul 22 2010, 09:00
I simply thought there would be more ongoing discussion and/or replies to questions.
Thank god for this tool lol. Was going crazy over getting the animations to work. Only thing is exporting as .3ds doesn't export the memory point I guess, so just gotta make like a very small box where they are for the axes.
Soul_Assassin
Aug 16 2010, 22:19
You can save yourself some trouble if you want to export in 3ds. Export ur geometry in 3ds. Then start the p3d exporter and just select the memory lod by itself and you get the p3d file only with the mem points :). justcopy paste them into your final p3d :)
That works, thanks :D
The fact I was exporting in 3ds instead of p3d is because I get some strange error when trying to export it all. It does in fact export, but O2 can't open it. I tried reinstalling but that didn't do it, figure it's something with my model, I'm sure I have a few n-gons in there somewhere that is probably causing it. You can't see it but it highlights the line of code pointed to, if that's any significance:
http://img.photobucket.com/albums/v255/JumpDog/Capture-3.png
blueman_02
Sep 28 2010, 20:47
JDog -- I too am having the same issue with Runtime error: Mesh operation on non-mesh :Box
Did anyone ever shed any light on this error. Also having troubles with getting textures into O2.
Soul_Assassin
Sep 28 2010, 21:05
you have to convert all geometry to Editable Poly.
I haven't tried in a while but tomorrow I will see if I can get it to work, I just got in the habit of exporting geometry as .3ds.
Alliexx
Nov 12 2010, 09:08
Hi all,
I start by saying i love the 3ds max plugin.
The one thing i'm struggling with is that when you have a model with more then 1 uv map, making the shadow map is a bit weird.
I hope somebody understands what i'm on about here.
If i have a model with 2 uv maps, so i seperated different parts of the model to be able to texture it better and with higher quality.
How do i now make a ambiant shadow map of this model, it seems the ambiant shadow map will be created from only 1 uv map.
I'm not really familiar with all the correct names for all, but i still hope u understand what i'm on about.
So how do i create different shadow maps for the different material uv texture thingy part.
fck, i dont know how to explain it better, i presume that somebody who works with the plugin will undertand.
Hopefully some solutions are brought up :)
Thanks upfront,
Allie
Soul_Assassin
Nov 12 2010, 11:45
U mean you have two different model parts each with their own uvs or one model with two uvsets (i.e. uv channels?)
Alliexx
Nov 12 2010, 17:34
Hi there,
I ment 2 uv "channels" on 1 model.
1 house, inside and outside different uv map.
Maybe i'm just asking stupid questions, but i'm just starting with this O2 addon making.
Since i'm using 3ds max also for other business, i was more home in max then in O2, so the plugin for max was super great, but making model for arma is totally new for me, i do have some experiance in visitor, making islands.
The thing is, that 1 uv for a quite complex house, gives me to little detail for all the parts in a 2048X2048 texture.
I hope you guys can give me the next hint to get going again. :)
Thank you very much,
Regards,
Alphons
Edit:
This is my problem:
http://yfrog.com/49ambiantshadowj
Later,
Allie
soldierCHN
Jan 24 2011, 09:41
amazing~~~download and thanks
Double Doppler
Apr 20 2011, 18:40
Excuse me for a minute, Can this be an alternative to Oxygen 2?
Soul_Assassin
Apr 20 2011, 19:35
sorry no. Max is missing some fundamental features that have been built specifically for O2 and are necessary for complex game engine stuff. In essence it is possible to expand 3dsmax to a point but it would take too much time and effort that I dont have.
Soul_Assassin, what about proxyes for vehicles?!
this does not seem to work for 3ds max 2012.. any idea how to throw er in there real fast ? lol really want this..like a kid in a candy store
Soul_Assassin
Apr 17 2012, 16:31
Ive been using it with 2012 x64 exclusively since it was brought out. Works fine. It would be very strange if it didnt work. Maxscript has always been forward compatible. If some functions become old they are stilled kept. What errors you get? Do you follow the instructions fully?
Soul test it with Max 2013! :)
ahhh got it :) was by the snake bight kit lol
Is there any reason when i go to see my tectures that they show up inside the model??? lol nvere seen that before and em i doing something wrong?
Soul_Assassin
Apr 19 2012, 23:14
Is there any reason when i go to see my tectures that they show up inside the model??? lol nvere seen that before and em i doing something wrong?
your polygons are inverted.
Got it :) thank you kind sir
Soul_Assassin
Apr 20 2012, 02:00
your normals are inverted
yeah i was tinkering around and found flip normals ....Soul_Assassin if i had a couple questions one day that hast to do with a character model can i drop you a pm..? it hast to do with a error when i try uploading it to 02..i believe it hast to do with the not having the site or weapon "LODS" or em i thinking of something diffrent ..the triangles that tells were the gun and everything else are ..
Hi, sorry if anyone has asked this previously, why do i get this error --Runtime error: can't load button images: bitmap: "C;\Program Files\Autodesk\3ds max 2010\scripts\ArmAToolBox\armaToolBox2.bmp" I am running 3ds max 2012 on windows 7 64 bit
did you install it properly.? The first post has a video explaining, step by step the process (which is faily easy if you don't rush it...)
Yeah i followed the steps very carefully, i am thinking of re downloading just incase there was an error while downloading
Thanks for the update:
It now saves if I dont choose "materials and textures". But when opening in Oxygen 2, it says " unable to load file".
Really confused now.
However, if I choose "save materials and textures"
I get the following:
function readTextureFilePath mtl num=
(
bmp = mtl.geteffectbitmap num
BmpFileName = bmp.filename
BmpFileNameRel = pathConfig.removePathTopParent BmpFileName
return BmpFileNameRel
),
Just wondering if anyone figured out what the code means becouse im getting the same code.
zafadadynamic
Jun 12 2012, 22:27
Do you guys have any idea where the link would be?
Max Power
Jun 13 2012, 06:00
zafadadynamic
That has nothing to do with Soul Assassin's Toolbox. Use the search function, and if you do not find what you're looking for, then perhaps contact T_D.
Welcome To Hell
Aug 23 2012, 18:22
Can't wait for RTM module and ArmA 3!
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