View Full Version : ArmA2 Modding Toolbox for 3ds max V1.1
Soul_Assassin
Jul 30 2009, 20:27
*** UPDATE v1.1 ***
NEW VERSION AVAILIABLE!
The links have been updated. The documentation also reflects changes in 1.1.
- Automatically set up your project folder structures
- Fast create blueprint cross
- Easy unit scale sync with O2 simply 1:1 import
- Fast and easy bake of Ambient Occlusion and diffuse colors
- A super fast an efficient way of generating named selections, storing lists of named selections for re-use or exchange, sequential naming etc.
- Create memory LODs straight in max and then easily assign mem points as rotation axis for objects to preview animations without ever exiting max.
- Export your memory LODs to O2 with proper names (redundant in 1.1)
- Link up you object and set up you bone structure
- Generate complex model.cfg files based on your model straight in max within minutes!
New in 1.1:
- Manage LODs
- Create materials (rvmats) and preview them in the viewport
- EXPORT TO p3D STRAIGHT AWAY !!!
- overhauled model.cfg generator.
http://www.sparrowstudio.net/armavdv/toolbox/rolls/screen.jpg
DOWNLOAD (1.1) : http://www.sparrowstudio.net/armavdv/toolbox/download/ArmA2ToolBox_1.1.rar
UPDATE: Patch 1 (for v 1.1) fixes some errors caused by trying to export improperly prepared modes to p3d. http://sparrowstudio.net/armavdv/toolbox/ArmAToolBox_1.1_patch1.rar
INSTALLATION INSTRUCTIONS AND DOCUMENTATION WITH DEMOS: http://www.sparrowstudio.net/armavdv/toolbox/
SOME TUTORIAL VIDEOS CAN ALSO BE SEEN HERE: http://forums.bistudio.com/showthread.php?t=78083
Mirrors 1.1:
Armaholic mirror patch 1 for 1.1 (requires 1.1 to be installed):
- Modding Toolbox for 3ds Max - Patch 1 (http://www.armaholic.com/page.php?id=8039)
Armaholic mirror v1.1:
- Modding Toolbox for 3ds Max v1.1 (http://www.armaholic.com/page.php?id=6891)
I strongly recommend to read through the documentation and watch the 60+ mins of demonstrations. Note: model.cfg video isn't uploaded yet.
testedc on 2010 64/32bit, 2009 32/64 bit but theoretically should work with ver 9. min. for sure with 2008.
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" (In v 1.1 with patch 1 you get a warning.)
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. (In v 1.1 with patch 1 you get a warning.)
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. (In v 1.1 with patch 1 this is fixed.)
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.
LICENSE AGREEMENT
By using the software provided in this package you automatically agree to the following terms of use.
This software is provided as is with no USER WARRANTY.
THE AUTHOR IS NOT RESPONSIBLE FOR ANY HARM CAUSED BY THIS SOFTWARE, BE IT TO YOUR COMPUTER OR MODELING SKILLS.
The package is free of use for non-commercial projects and may be redistributed freely as long as the contents remain the same.
It is prohibited to modify the software in any way. For further questions please contact vorobiev.a.j[at]gmail[dot]com
I will grant commercial licenses for FREE but in return all I ask is that the user/organisation/group contact me at vorobiev.a.j[at]gmail[dot]com for it. Untill such a request is received the toolset is still under the non-commercial rule.
Special thanks to:
T_D
Rocket
USSRSniper
Enjoy and happy modding :)
MIRRORS (1.0 version):
http://www.armedassault.info/mirrorgen2/865731.gif (http://www.armedassault.info/index.php?cat=utilities&game=1&id=67)
tom_48_97
Jul 30 2009, 20:44
great ! Nice job, I'll try ASAP !
rstratton
Jul 30 2009, 20:52
doesnt seem to work with max 8 http://img187.imageshack.us/img187/2170/38123410.jpg
Soul_Assassin
Jul 30 2009, 21:04
Ah yes that a big shame :( max 8 had no support for DotNet :( well let me think about it and maybe I can create a downgraded version (but unfortunately I use alot of dotNET :()
Great work! I'll see it tomorrow :) 3dsMax 10 (aka 2008) is supported, isn't it? I hope :)
Soul_Assassin
Jul 30 2009, 22:00
Should but has not been tested. Test bases were 2010 and 2009 both 32 and 64 bit but theoretically from ver 9 should work.
Deadeye
Jul 30 2009, 22:41
ArmedAssault.info (http://www.armedassault.info) Mirror and News (http://www.armedassault.info/index.php?cat=news&game=1&id=2811):
http://www.armedassault.info/mirrorgen2/865731.gif (http://www.armedassault.info/index.php?cat=utilities&game=1&id=67)
We have also added this release to your personal author profile (http://www.armedassault.info/index.php?cat=authors&id=393)
If a release or contact information is missing, feel free to drop a PM, it will then be added.
And here is the BBCode if you want to add our Mirror to your release post :
http://www.armedassault.info/mirrorgen2/865731.gif (http://www.armedassault.info/index.php?cat=utilities&game=1&id=67)
If you prefer a text only BBCode please copy and paste the code below :
ArmedAssault.info Mirror :
DOWNLOAD - ArmA2 Modding Toolbox (for 3DS-Max) (v.1.0) - [43,6 KB] from ArmedAssault.info (http://www.armedassault.info/index.php?cat=addons&id=67)
=SF=Hyrax
Jul 30 2009, 22:44
maybe now someone can port over Durgs Vegetation Fix
Fortran
Jul 31 2009, 02:17
Omg! It's Christmas! Testing now, came just at the right time! Many many thanks for this! Much appreciated.
Soul_Assassin
Jul 31 2009, 02:22
There are unconfirmed reports of the blueprint tool not working sometimes, if thats the case for you then restarting the toolbox (by pressing the toolbar button) should fix it.
Alex.XP
Jul 31 2009, 03:24
good job!
And i was sleeping --> shit happends
will try it asap
Great Job ! SA
It is very hard to learn all features. I have no project which I'll can try :D
Montesky
Jul 31 2009, 11:27
Many Thanks by it beautifull tool Alex !!!
Testing it !!!
PD: confirm the small bug wih blueprints, but easy to fix
Soul_Assassin
Jul 31 2009, 11:33
It is very hard to learn all features. I have no project which I'll can try :D
The easiest way I guess is to watch the videos alongside a model of your own :)
The easiest way I guess is to watch the videos alongside a model of your own :)
It's not interesting export to arma that already have in.
Only making the new model :)
any chance or version ArmA2 Modding Toolbox for maya 2008 and ty
Soul_Assassin
Jul 31 2009, 17:04
@<hidden>
if someone with good knowledge of mel script is willing to do it I will be happy to cooperate in a conversion for maya.
mikebart
Aug 1 2009, 00:58
Great, thanks again SA,
havent had a chance to test this out yet but am looking forward to it :)
This might have already been asked but, have you considered setting up the .rvmat as a .max shader?, not as in it being viewable in the view port, i mean just the parameters be exportable for use in O2, would be just another thing to speed up the workflow.
Soul_Assassin
Aug 1 2009, 01:03
Tha is the idea for the material editor that im thinking about. Not only that but I want to reconstruct bis shaders (all of them) into .x so that you can preview in viewport :) Its doable.
Thank you very much for this 3ds max plugin but I haven't succeed in reseting the unit to meters , it was already in meters but when I export the box whose size is 1 meter , it's actualy the length of 3 Ak 74 in Oxygen² ...
Soul_Assassin
Aug 1 2009, 02:22
3 options:
1 - u didnt press the button :P
2 - ur box isnt 1m :P (make sure you make the box AFTER you reset the units)
3 - the AK-74 are wrong size :)
Either way Ive tested it countless times and it works :)
mikebart
Aug 1 2009, 02:29
Tha is the idea for the material editor that im thinking about. Not only that but I want to reconstruct bis shaders (all of them) into .x so that you can preview in viewport :) Its doable.
that would be awesome, i was going to ask for something like that but thought i might be asking too much :), thanks for all the effort :)
3 options:
1 - u didnt press the button :P
2 - ur box isnt 1m :P (make sure you make the box AFTER you reset the units)
3 - the AK-74 are wrong size :)
Either way Ive tested it countless times and it works :)
And when i import in Oxygen² , the scale that i shall use is 1:1 right ?
Soul_Assassin
Aug 1 2009, 12:12
Yeh. Btw, on first try even if in the toolbox it says meters press the rest button anyway.
Soul_Assassin
Aug 3 2009, 04:52
Some new things coming up for version 1.1:
Model.cfg generator:
- rooted out more bugs
- inherit whole class animation
- added mempoints to the list so that you can doubleclick on them to bring the names over to animation properties
- biggest addition: ability to load cfg files into the generator. If the file was generated with the tool in the first place and has the original formatting you can even add to the file and even inherit al the original classes.
- some interface changes
Whole Toolbox
-fixed blueprint bug
-height of the menu is whole screen regardless of the viewport layout
-some more bugs fixed
Great stuff! Will be looking forward to it! Just spent today with the plugin sorting out naming and memory LOD's, is a real pleasure to work with it. Many thanks again for all your hard work :)
Hmm, does this export to p3d or do you have to use the old 3ds to o2 route?
Soul_Assassin
Aug 3 2009, 12:30
3ds, p3d expirters are not availiable to the public yet
zach.phillips
Aug 3 2009, 18:16
Thanks for the tool SA! I love the mem point/axis creation tool. It's smooth and easy.
I don't know what's possible with max scripting, but could I suggest a button in the AO tool that toggles the render settings between default and mental ray? I know I can hit F10, but I'm a bit of an air head sometimes and tend to forget that I need to switch over.
If not, it's cool. It's still a fantastic script! Thanks again!
Soul_Assassin
Aug 3 2009, 18:22
Yeh someone else suggested already that if I make a tool for lazy people then I should go all the way :D will be added in 1.1
Lincoln1stFJ
Aug 4 2009, 08:37
This seems pretty cool.
Should be pretty easy to model a C-RAM Anti-Mortar System. :yay:
http://img146.imageshack.us/img146/5498/cram3.jpg
Just run into a bit of a problem, although it's not the tools fault. O2 seems to only allow a maximum of 10 characters for the named selections when importing the 3ds file. Is there any way to overide this in either the toolkit or O2 itself ? Once imported into O2 the parts can be renamed to more than 10 characters but on 3ds import it clips off the name after 10. Just something maybe to inform the user about in the toolkit naming selection menu perhaps?
Soul_Assassin
Aug 4 2009, 18:06
@<hidden> yes its a f*cking frustrating limitation of the 3ds format, but hey thats better then nothing :) I will include a warning in the toolset.
but hey thats better then nothing :)
lol roger that! Glad to know it's not me going nutts :p Am going to go back and rename my selections now so I can still use the modelCFG part of the toolkit. Thanks for replying.
Soul_Assassin
Aug 4 2009, 20:27
Perhaps wait alittle with the model.cfg. In version 1.1 the generator has been much improved :) Will release it soon :)
very good job,
ive got a problem with 3ds max 6:
http://membresado.free.fr/images/max/1249475594.jpg
i can make buildings to whit the tool ? i litle tutorial will be nice :)
Soul_Assassin
Aug 5 2009, 14:26
Versions supported are 9 and and up.
@<hidden>
yes you can make whatever you wat. This is not a modeling tool but rather a tool that make it easier and faster transferring things into O2 and adding features.
.kju [PvPscene]
Aug 5 2009, 14:57
SA while this is not my area. So haven't tried it and understand little about it, it does look
and sound like from people's feedback that you did an outstanding job here!
Spasiba :)
maybe now someone can port over Durgs Vegetation Fix
I'm not sure what you mean? You want the Arma 1 trees available for Arma 2??
If you're wanting a fix for the trees in Arma 2, I don't believe it's necessary. See my post at the bottomw of my original thread here (http://forums.bistudio.com/showthread.php?t=63748&highlight=durg&page=15).
Perhaps wait alittle with the model.cfg. In version 1.1 the generator has been much improved :) Will release it soon :)
Good news! Will do then, think its easier to rename the parts in O2 anyway after import as the mem points already have the correct naming convention _axis for each part. Will be looking forward to 1.1!
Soul_Assassin
Aug 6 2009, 22:15
@<hidden>
pretty soon this bug will not be a problem anymore :) you will forget 3ds format existed :P
Have you added that ability to export P3d from Max ??? :bounce3:
Soul_Assassin
Aug 6 2009, 23:49
pure speculation :p
Commando84
Aug 7 2009, 22:54
Ohh this sounds like some awesome exporting tool :)
But I really wish for a maya version sometime in the future :)
I just wish I could script stuff :p
Soul_Assassin
Aug 8 2009, 02:42
there have been a few requests about maya versions but as ive mentioned before i cant code in MEL, i dont even have Maya. But as ive mentioned before MEL in its application is pretty equal to maxscript so if anyone who can rewrite wants to contact me Ill explain the source code to them.
Soul_Assassin
Aug 10 2009, 23:08
some dev news :): http://forums.bistudio.com/showthread.php?t=78083&page=7
SA I have one question. I'm using your toolbox and it's a lovely tool, I'm using it with Max 2009, it's working. There's just one thing that's confusing, I was following your tutorial for baking AO, and when I try to bake it it just doesn't appear on object, I have Mental Ray set as renderer and I used ''UV map'' modifier set to box and applied to box object just for test, I have similar object as your in tutorial with ''wheels'' but no AO is appearing... What am I doing wrong? I set dispersion also...
check what it render to the file and path you specified?
Soul_Assassin
Aug 17 2009, 21:54
a Box UV map is wrong you should UVUnwrap it "Flatten mapping"
1. Give box uvunwrap modifier
2. Press EDIT in the mod
3. press 3 to have face selection
4. select all Ctrl+A
5. Mapping>Flatten Mapping
6. Press ok. generaly default is good
7. collapse to editable poly
a Box UV map is wrong you should UVUnwrap it "Flatten mapping"
1. Give box uvunwrap modifier
2. Press EDIT in the mod
3. press 3 to have face selection
4. select all Ctrl+A
5. Mapping>Flatten Mapping
6. Press ok. generaly default is good
7. collapse to editable poly
Thank you sooooo very much!!! Really thx, I appreciate your efforts to make this awesome tool, I'm experienced with max but I don't have experience with this type of things, I usually do interiors, visualizations etc... I want to make models for Arma 2 and I'm grateful on this tool.
*short edit*
Since I'm new to game modeling, what's the aprox poly limit, how do I know how many polys can I use, I mean in visualizations I try to optimize and reduce polys wherever possible but in the end there's usually a lot of polys cause of meshsmooth modifiers, so what's the limit with low poly modeling?
You don't use meshsmooth or any kind of modifiers like that. In ArmA2 the polycount limit is at 32k verts or polies, DX limit IIRC, less is more. So for example, using 12k polies for an abrams is plenty. 13k polies for an su-25 is also plenty. The great thing is you can use LODs. So you're not limited to this one polycount through all the views. The pilot/driver LOD for example, a planes primary view, can make the cockpit extremely high poly, while not modeling anything outside the cockpit that the pilot won't see. And it won't hog preformance, because that LOD is rendered only to the pilot and not some infantry out in the field.
Thank you, that was exactly what I wanted to know. Now I have to figure out tweaking parameters (.cfg I guess...) for vehicles, like how to make tank/car or something controllable in game, not just static object, and also what about materials? Do I just use textures with baked AO or...? What about glass? Sorry but I couldn't find this anywhere and I'm really new to this, any help I can get means so much to me...
I have O2, and can't find some decent tutorial, just manuals which doesn't help much. Also for some reason Buldozer wont work, I get error when starting it trough O2 but I can start it normally by adding ''-buldozer'' to ''arma2.exe'' and then starting arma2.exe brings up buldozer... -noland and -window works also but whenever I try to lunch Buldozer trough O2 I get an error... path is correct, I double checked that...
Soul_Assassin
Aug 18 2009, 18:14
You don't use meshsmooth or any kind of modifiers like that. In ArmA2 the polycount limit is at 32k verts or polies, DX limit IIRC, less is more. So for example, using 12k polies for an abrams is plenty. 13k polies for an su-25 is also plenty. The great thing is you can use LODs. So you're not limited to this one polycount through all the views. The pilot/driver LOD for example, a planes primary view, can make the cockpit extremely high poly, while not modeling anything outside the cockpit that the pilot won't see. And it won't hog preformance, because that LOD is rendered only to the pilot and not some infantry out in the field.
There is a neat trick where you can use meshsmoothing successfully. Ive developed this technique that works very well with curved surfaces (i.e. aircraft fuselages. You develop the circumference very low poly something like 7 polies per half circle. Then apply meshsmooth at 1 or 2 iterations. Voila you have a very smooth circular structure with very good edge flow.
There is a neat trick where you can use meshsmoothing successfully. Ive developed this technique that works very well with curved surfaces (i.e. aircraft fuselages. You develop the circumference very low poly something like 7 polies per half circle. Then apply meshsmooth at 1 or 2 iterations. Voila you have a very smooth circular structure with very good edge flow.
Und zee polycount?
And edgeflow my evil nemsis! Took me a while to figure out what a good edge flow meant. Still am actually. And that when using meshsmooth/turbo smooth, best to keep all your quads evenly sized.
Soul_Assassin
Aug 18 2009, 18:23
within reasons :) basically you meshsmooth only the basic basic mesh very blocky. every iteration u use doubles the previous polycount so its not that bad. The biggest advantage is the control. meshsmooth gives the best smoothing and perfect meshflow. And you can control it by moving the verts in the underlying editable poly. Gonna make a vid tommora to show.
I know exactly what you mean SA. Actually that was my first idea how to make my low poly models, then I would probably start with plane and convert it to editable poly and step by step made model... With like half of polys of what I want it to be and then apply meshsmooth... and collapse in the end...
But what about my other problems lol? Do you have any solution?
Soul_Assassin
Aug 18 2009, 19:01
Your path in O2 should be "C:\pathto\ArmA 2\arma2.exe" -buldozer -noland -window
@<hidden>
edgeflows are not so much about the size of polies (even though its important) but really how its orientated especially around bends and sudden changes of shape like at an intersection of a wing and a fuselage:
http://img10.imageshack.us/img10/5752/90273426.jpg
Remember also that when you are moving vertecies around you can restrict movements to the edges that it lies on or the faces. This is very handy.
Yes yes, I know that, but I always screwed up my edgeflow with my higher poly stuff, getting wonky results with meshsmooth. Lower poly is easier, at least for me. While for many it's the other way around. But we all learn! Guess that's what 6 years of low poly modeling does, heh.
What plane is that?
Soul_Assassin
Aug 19 2009, 03:05
With polycounts and where you waste them it all virtually comes down to how you persannoly feel about it. I was low poly and then i went and worked a while for high-poly production industry for a while and then came back now to low poly. If you ask me low poly is more elegant because everything has to be so much cleaner and it take so much love to turn a low poly object into a work of art.
The plane is a P51B5 (Old Crow) that i made a few weeks ago. Still dont know if its going to be an addon or just store it for the collection :)
http://img21.imageshack.us/img21/3797/15268836.jpg
One question. Those fuel things on the wing... Are those separate objects (cylinders I guess...) attached to the wing or did you model them out from the wing? I ask cause I can't see any vertices attached in between... They seem like separate objects attached to each other.
Soul_Assassin
Aug 19 2009, 21:17
If you are4 talking about the mg barrels then yes they are seperate objects.
Oh of course (stupid me XD), that's what I meant... OK, thx. Nice model btw, I can see it's done by someone with a lot of experience. I have only 2 years of 3d modeling experience. I plan to attend some 3d modeling school in a year or so, maybe in Canada or somewhere I dunno yet. I'm from Europe.
Ah here I am again.... I'm really sorry to bother you guys with something which is basics for you, but whenever I solve one problem I quickly get to another one. See I created test object in max (simple box), with textures, I managed to import it in Oxygen, even to get it in Buldozer to show up with textures... great - half way there... Now I created geometry LOD, land touch LOD, and shadow LOD for box and nicely exported all these things and made PBO... Great, now what my problem is that whenever I try to place that object in editor it doesn't show up... Oh and one time it said it can't load object... other times it doesn't say anything but I can't get my object to appear, I thought maybe it's below ground and I'm sure I placed it above in Oxygen plus I added ground contact LOD so it couldn't sink but I can only see circle gizmo and can't move it or anything really... What am I doing wrong?
Also I used config file from some tutorial (maybe that file is causing trouble?) which is written for ''box'', the only difference is that the box from that tutorial has been modeled and textured in Oxygen and mine in 3ds max...
Soul_Assassin
Aug 22 2009, 08:27
First place you would check is arma2.rpt it could give you an indication. Secondly go through the Biki and see if your NON-resolution LODs comply with the rules (ie, convexity, triangulation, edge sharp etc) hope that helps.
First place you would check is arma2.rpt it could give you an indication. Secondly go through the Biki and see if your NON-resolution LODs comply with the rules (ie, convexity, triangulation, edge sharp etc) hope that helps.
Unfortunetly, I don't have arma2.rpt file, I tried windows search and it could only locate ''flashpoint.rpt'' file which doesn't tell me anything useful... And I don't even have Flashpoint game... Biki are scripting commnads? oO
I'm not really getting this, convexity, triangulation...? I tried google for biki but can't find anything useful, it only got me to scripting commands... This is so hard, I mean when I was learning 3ds there were plenty of tuts but for this man... that's why I'm bothering you, and I'm really grateful on your willing to help me... Because I really want to learn this and become game modeler, that's my dream...
*EDIT*
SOLVED! The name of model in tutorial was ''crate.p3d'' so in the config file it was also ''crate'' since config file was from tutorial and my model was named ''kont'' so game couldn't find model...
But I'll have to go over naming selections cause I had multiple LODs and I think I named selections in wrong way because in order I had Geometry -> Land Contact -> Shadows... and in game I had model with shadows but without collision geometry...
Do you know by any chance some good thread about creating cfg files? I tried to use cfg file from other cars like Nissan GT addon for mine and it didn't go well... Game crashes and similar... So I need to write whole file for my car but I dunno where to start... I'm not sure which entries to use for wheels animation etc... I'm using your 3ds max plugin SA... And also do I have to use particular names (like in Czech) in Oxygen when creating resolution name sections and land contact etc... or can I use like l_f_wheel, r_f_wheel_dump... Does it even matter since I'm gonna animate my skeleton in cfg anyways and not inherit from existing one if you understand what I'm trying to say... Also am I looking for answers in wrong place? Is there some other thread which is better for this questions?
Thx in advance!
Soul_Assassin
Aug 23 2009, 08:58
You can use whatever names you want. Biki btw is the bis wiki -> http://community.bistudio.com/wiki/Main_Page Use the search function there to find articles on model.cfg.
.kju [PvPscene]
Aug 23 2009, 09:09
Use the google search (http://www.google.com/custom?hl=de&cof=&domains=%2Fcommunity.bistudio.com&q=&btnG=Suche&sitesearch=%2Fcommunity.bistudio.com) for the BIKI.
The media wiki search is too good in not finding stuff. :D
metsapeikkoo
Aug 23 2009, 17:23
Edit: Disregard that. It does work with 3dsmax 10.
Soul_Assassin
Aug 23 2009, 18:01
Weather you are talking about v2008 (technically version 10) or 2010 then in either cases it should work ok :).
Hi again!
Today (hopefully) I'm finishing my first addon model, it is a car, Lamborghini Murcielago. Now what I'm not sure of... Do I have to link separate objects like steering wheel, control panel, gearbox etc to the body of the car?
Can you use Maya to mod for this game, or is it too powerful?
Can you use Maya to mod for this game, or is it too powerful?
You're right, it's too powerful, better back off there or you might hurt the game.
kylania
Aug 30 2009, 07:42
A Maya toolset like this would be great. I know modelers with Maya but they are too busy to learn O2, but if I could give them a toolset like this say "make me something!" and have them export it into O2 so I can finish it up that would be great. :)
This Tool is for MAX why asking for Maya ?
Before it, you had one option O2
Now you have two options in some things and it will become more functions
If someone will have a Maya Tool just make one ?
I can not understand why asking again and again for other things then the given ones
Please keep this one here free for MAX related questions
Sorry it happends just to often for me
Soul_Assassin
Aug 30 2009, 17:39
Cool down everyone :) To answer Maya question: Ive now spent months on this tool and its at a stage at which I never envisioned it before. 1000s of lines of code. If someone came to me and said they want to port it they would be on their own since it would just take way too long to explain. I do not know MEL scripting :(
General developments:
Because of my exams I wasnt able to spend much time on things for ArmA2 lately but now slowly getting in the game. The tool is progressing nicely with the LOD system almost completely set up, after that I can link it all to the p3d exporter and perhaps it will be time to have a new release.
WOW! Are you trying to say that all things will be possible to be done within 3DS Max then? No need for Oxygen at all? Or did I understand something wrong?
P.S. Can I ask a question considering my addon I'm working on? I've created car and all the stuff it needs bla bla etc.. Now I want to place it in editor but CAN'T FIND IT ANYWHERE!!!
I'm guessing there is something wrong in my config.cpp but can't see what...
Here's my config.cpp:
class CfgPatches
{
class Murcielago
{
units[] = {Murcielago};
weapons[] = {};
requiredVersion = 1.00;
};
};
class CfgVehicleClasses
{
class Murcielago
{
displayName = "Murcielago";
};
class CfgVehicles
{
class Land;
class LandVehicle: Land {};
class Car: LandVehicle {};
class VWGolf : Car {};
class Murcielago : VWGolf
{
extCameraPosition[] = {0, 0.5, -8};
terrainCoef = 2.0;
crew = "Civilian2";
vehicleClass="Murcielago";
maxSpeed = 330;
model=\Murcielago\Murcielago;
DisplayName="Murcielago";
side=TCivilian;
transportSoldier=1;
};
};
And just in case it's not config here's my model.cfg:
class CfgSkeletons
{
//skelRefClass
class car;
class Murcielago:car
{
isDiscrete=1;
skeletonInherit = "";
skeletonBones[]=
{
"dr_weel","",
"ind_fuel","",
"ind_rpm","",
"ind_spd","",
"damp_fr","","damp_br","",
"damp_fl","","damp_bl","",
"l_b_wheel","damp_bl",
"l_f_clp","",
"l_f_wheel","damp_fl",
"r_b_wheel","damp_br",
"r_f_clp","",
"r_f_wheel","damp_fr",
};
};
//skelClass2
};
class CfgModels
{
class Default
{
sectionsInherit = "";
sections[] = {};
};
//modelRefClass
class car;
class Murcielago:car
{
sectionsInherit = "";
sections[] =
{
"damp_fl","damp_fr","damp_bl","damp_br",
"bck_lights","",
"body","",
"dr_weel","",
"exhaust","",
"frt_lights","",
"gear","",
"hand_brake","",
"ind_fuel","",
"ind_oil","",
"ind_rpm","",
"ind_spd","",
"ind_wtemp","",
"l_b_clp","",
"l_b_wheel","",
"l_f_clp","",
"l_f_wheel","",
"mirrors","",
"panel","",
"panel_undr","",
"pedals","",
"r_b_clp","",
"r_b_wheel","",
"r_f_clp","",
"r_f_wheel","",
"seats","",
};
skeletonName = "Murcielago";
class Animations
{
class FrontWheelR
{
type = "rotationX";
source = "wheel";
memory = "false";
angle0 = "0";
angle1 = "rad -360";
maxValue = "1";
minValue = "0";
selection = "r_f_wheel";
sourceAddress = "loop";
};
class FrontWheelL : FrontWheelR
{
selection = "l_f_wheel";
};
class FrontWheelRTurn
{
type = "rotationY";
source = "drivingWheel";
memory = "false";
angle0 = "rad 35";
angle1 = "rad -35";
maxValue = "1";
minValue = "-1";
selection = "r_f_wheel";
sourceAddress = "clamp";
};
class FrontWheelLTurn : FrontWheelRTurn
{
selection = "l_f_wheel";
};
class BackWheelR
{
type = "rotationX";
source = "wheel";
memory = "false";
angle0 = "0";
angle1 = "rad -360";
maxValue = "1";
minValue = "0";
selection = "r_b_wheel";
sourceAddress = "loop";
};
class BackWheelL : BackWheelR
{
selection = "l_b_wheel";
};
class FrontCaliperR
{
type = "rotation";
source = "drivingWheel";
memory = "true";
angle0 = "rad 35";
angle1 = "rad -35";
axis = "r_f_clp_axis";
maxValue = "1";
minValue = "-1";
selection = "r_f_clp";
sourceAddress = "clamp";
};
class SteeringWheel
{
type = "rotation";
source = "drivingWheel";
memory = "true";
angle0 = "rad -120";
angle1 = "rad 120";
axis = "dr_weel_axis";
maxValue = "1";
minValue = "-1";
selection = "dr_weel";
sourceAddress = "clamp";
};
class IndicatorFuel
{
type = "rotation";
source = "fuel";
memory = "true";
angle0 = "0";
angle1 = "rad 100";
axis = "ind_fuel_axis";
maxValue = "1";
minValue = "0";
selection = "ind_fuel";
sourceAddress = "clamp";
};
class IndicatorRpm
{
type = "rotation";
source = "rpm";
memory = "true";
angle0 = "0";
angle1 = "rad 250";
axis = "ind_rpm_axis";
maxValue = "1";
minValue = "0";
selection = "ind_rpm";
sourceAddress = "clamp";
};
class IndicatorSpeed
{
type = "rotation";
source = "speed";
memory = "true";
angle0 = "0";
angle1 = "rad 250";
axis = "ind_spd_axis";
maxValue = "1";
minValue = "0";
selection = "ind_spd";
sourceAddress = "clamp";
};
class FrontCaliperL
{
type = "rotation";
source = "drivingWheel";
memory = "true";
angle0 = "rad -35";
angle1 = "rad 35";
axis = "l_f_clp_axis";
maxValue = "1";
minValue = "-1";
selection = "l_f_clp";
sourceAddress = "clamp";
};
class Wheel_Damper_rf
{
type="translationY";
source="damper";
selection="damp_fr";
axis="";
minValue=-0.08;
maxValue=0.06;
memory=false;
};
class Wheel_Damper_front_left : Wheel_Damper_rf
{
selection="damp_fl";
};
class Wheel_Damper_back_right : Wheel_Damper_rf
{
selection="damp_br";
};
class Wheel_Damper_back_left : Wheel_Damper_rf
{
selection="damp_bl";
};
//animsMurcielago
};
};
//modelClass2
};
Please help... :(
.kju [PvPscene]
Aug 30 2009, 21:04
Try this
class CfgPatches
{
class YourTag_Murcielago
{
units[] = {"YourTag_Murcielago"};
weapons[] = {};
requiredVersion = 1.03;
requiredAddons[] = {"CAWheeled2_VWGolf"};
version = "2009-0-";
fileName = "YourTag_Murcielago.pbo";
author = "Minoza";
mail = "Minoza@<hidden>";
};
};
class CfgVehicleClasses
{
class YourTag_Murcielago
{
displayName = "Murcielago";
};
};
class CfgVehicles
{
class VWGolf;
class Murcielago: VWGolf
{
displayName = "Murcielago";
vehicleClass = "YourTag_Murcielago";
model = "\YourTag_Murcielago\Murcielago";
crew = "Civilian2";
extCameraPosition[] = {0,0.5,-8};
terrainCoef = 2;
maxSpeed = 330;
transportSoldier = 1;
};
};
Get a proper code editor like notepad++ or editpadpro.
Read about OFPEC tags here: http://www.ofpec.com/tags/
Thank now I found it. Thank you very much! Could you explain me what should I do to avoid same problem in future? I'm afraid I don't understand what of the things you changed actually made it work... Also, now car has sounds of VWGolf which is fine cause at this stage I don't have any custom sound for it BUT for some reason and I don't know why lol my car is turned in wrong way... I'll explain... As I said before it has sound as VWGolf but it also kinda acts as VWGolf but in WRONG DIRECTION... When I press forward it goes back, and other way is same of course, all animations work good it's just it looks like my model appears on the model of VWGolf turned 180 degrees in other deirection... I'm not sure if you understand me... I tried to change some values in animation part of model.cfg for wheels, I had angle0=0, angle1=rad -360, then I changed angle1 to rad 360 But it only made the wheels turn in opposite direction of the model was moving, in this case when I press W for forward my model goes backwards and wheels turn in opposite direction of model movement... I hope now you can understand what my problem is... Also game doesn't use my proxy for driver... Instead it places driver in wrong direction also (front moving direction) facing the back of the car and it places him in the middle of the car...
I can make a video if you don't understand...
Soul_Assassin
Aug 30 2009, 23:00
You should make sure your model faces the right way in O2. Consider the front, left and top views and figure out if what you see is right.
The problem with your code (as far as I could tell) was that u were missing a }; in class CfgVehicleClasses.
As for the toolset, as I said before the inherent problem with max is that selection names cannot be passed on vertex level and are done on object level in max. Aside from that the goal is to leave as little work for O2 as possible + include many more features that are not present there for example a node based material editor or a memory LOD integrated model.cfg generator and RTM maker/exporter.
Thank you for your answer. You helped me a lot!
Hi again!
Unfortunetly I ran into another problem, you see, there is something wrong with both vehicle speed and speed indicator. It looks like it has same speed as VWGolf (well almost the same since my vehicle is lighter and I guess it uses that data so it's a bit faster) because it inherited VWGolf speed instead of using my parameter from config.cpp where it's stated maxSpeed = 330;
Could you please help me on this? What's causing the problem?
Thanks in advance!
Soul_Assassin
Sep 1 2009, 19:56
LOL from max proplems to O2 problems to model.cfg and config.cpp problems. Sorry m8 can't help you there. You will have a greater chance of getting an answer if you just post your problems into one thread in the O2 modelling part of the forum.
.kju [PvPscene]
Sep 1 2009, 20:05
Use the search. Max speed for cars it 120 or so.
OK true I've found it, max speed for cars really is 120... Stupid... but it is... Anyways That answers half of my question... I also used the search to find out why is my speed indicator showing max value whenever I hit gas but couldn't find solution...
So... can you tell me what's causing problem in your opinion? Btw I don't think this has anything to do with O2, and I don't want to open new thread cause of this... but I'll try that too...
Also my game crashes whenever I exit my car... oO
Silent Ghost
Oct 18 2009, 22:10
Hello,
I keep getting a rutime error fileIN:can't open file: C:\program Files\Autodesk\3dMax8\scripts\ArmAToolBox\main.ms ???
with this plugin can anyone help me?
Thanks
Soul_Assassin
Oct 18 2009, 22:36
Sorry but to run this toolbox you have to have at least version 9 of max. Some of the very necessary features of the pack have only been introduced into max in that version
Soul_Assassin
Oct 21 2009, 21:11
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!
metsapeikkoo
Oct 22 2009, 04:29
..Do we even need Oxygen anymore?
Thanks for the update.
Soul_Assassin
Oct 22 2009, 12:34
Actually you almost do not need O2 :) But yet there are a few little things that have to be done in oxygen.
NZXSHADOWS
Oct 22 2009, 15:45
So is there a commercial license to purchase for commercial projects? NO really I love these tools Thanks so much
Dwarden
Oct 22 2009, 15:48
now how long till Blender mtoolset ? ;)
Soul_Assassin
Oct 22 2009, 16:41
So is there a commercial license to purchase for commercial projects? NO really I love these tools Thanks so much
I will grant commercial licenses for FREE but in return all I ask is that the user/organisation/group contact me at vorobiev.a.j[at]gmail[dot]com for it. Untill such a request is received the toolset is still under the non-commercial rule.
now how long till Blender mtoolset ?
Until someone who knows what they're doing shows up :) It uses Python right?
Soul_Assassin
Oct 23 2009, 00:07
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.
oxygen is free and quite good, but i wonder how many 3ds max addons are made on legal soft
this is of course other issue, but addonmakers who work on legal soft are sometimes criticized for "lower polycount" or something like that
it is offtopic issue, but for example i've done all in Oxygen only, sometimes few times used 3ds freeware parts, so when it comes to smooth parts models it is hard to competee with 3ds models
but it were my 2 cents when it comes to 3ds usage issue
shame that Oxygen has no some needed options like: cut one shape by other shape , phase edge, render to texture
someone who makes in 3ds have UV mapping in 1 second (render to texture option) while person who uses legal oxygen spent whole day
but ending offtopic about 3ds max, which cost 5 000 euro as i remember
Dwarden
Oct 23 2009, 10:23
Vilas that's why i mentioned Blender which is TOP1 free (opensource) 3D modelling software http://www.blender.org/
Soul_Assassin
Oct 23 2009, 11:04
oxygen is free and quite good, but i wonder how many 3ds max addons are made on legal soft
this is of course other issue, but addonmakers who work on legal soft are sometimes criticized for "lower polycount" or something like that
it is offtopic issue, but for example i've done all in Oxygen only, sometimes few times used 3ds freeware parts, so when it comes to smooth parts models it is hard to competee with 3ds models
but it were my 2 cents when it comes to 3ds usage issue
shame that Oxygen has no some needed options like: cut one shape by other shape , phase edge, render to texture
someone who makes in 3ds have UV mapping in 1 second (render to texture option) while person who uses legal oxygen spent whole day
but ending offtopic about 3ds max, which cost 5 000 euro as i remember
This is really irrelevant. As Dwarden said, there are plenty of free software that you can use which is miles better than O2. But believe it or not most people who take modding seriously here also work as 3D artists for money, such as myself and have legal copies of max. They deserve to use this tool.
This toolbox is awesome, thanks a lot!
Soul_Assassin
Oct 24 2009, 22:02
PATCH 1 for 1.1: http://sparrowstudio.net/armavdv/toolbox/ArmAToolBox_1.1_patch1.rar
fixes some oversights to do with exporting to p3d.
Thank you so much , i can resume my work on my mod :)
sarge4267
Oct 31 2009, 12:43
I like it very much...but when i try to do the ambient shadow map...i get this error: error creating bitmap
please send a PM or a mail to flamebale93@<hidden> if you know a solution
thanks
UPDATE:: nvm i found it...i need to set the image size to 512 instead if 1024.
Stupid me
Soul_Assassin
Nov 1 2009, 12:23
A note on making _AS maps straight in max to work straight in your materials: first u have to make sure it 512^2 and secondly after you save it you have to delete the alpha channel as max saves RGBA and it should be RGB.
Joey_45
Nov 10 2009, 11:31
Very good mate. Looking through the vids and its a great bit of work you done.
*mental note* turn down speakers after watching vids**
johncage
Dec 17 2009, 05:09
is it possible to edit arma 2 models using somethingother than 3ds max?
Kristian
Dec 25 2009, 20:46
is it possible to edit arma 2 models using somethingother than 3ds max?
Official BIS Oxygen 2 Modeling tool, maybe? :rolleyes:
johncage
Dec 25 2009, 22:12
yeah i get an error in that. and it doesn't really model does it? it just displays animations and other things. i mean actually moving the vertices around.
the official modeling software for A2 is provided by BIS, and it is called Oxygen2 (http://community.bistudio.com/wiki/Oxygen_2)
and it doesn't really model does it?
not by itself, but yes, it is indeed a modeling software.
Other modeling software (http://en.wikipedia.org/wiki/Comparison_of_3D_computer_graphics_software)
this particular tool set has been designed specifically to replace, to a degree, the needed use of O2
johncage
Dec 25 2009, 23:32
is there a program that can extract the p3d files from the pbo files? i tried with one of the arma tools but the p3d file gives an error when i try to open it.
Soul_Assassin
Dec 25 2009, 23:43
p3d files exist in two formats ODOL and MLOD. ODOL models (the ones that come with the game) are binarized and cannot be opened by any publicly availiable tool. MLOD models are unbinarized and can be edited.
DevilBass
Dec 26 2009, 06:57
Nice job with thats, peoples need this! Merry Christmas :)
Haystack15
Dec 27 2009, 01:23
is it possible to edit arma 2 models using somethingother than 3ds max?
There are lots of 3D modeling software tools to use out there, But most of them will be hard or impossible to import into the arma engine or O2. 3D Studio Max is the only tool that is extremely flexible when going to different editors. Maya might be another one but I dont have to money for Maya. only max:(
I also could be wrong most modeling software will Export OBJ and I think O2 will take that. You might have some problems with the model when done importing.
There are lots of 3D modeling software tools to use out there, But most of them will be hard or impossible to import into the arma engine or O2. 3D Studio Max is the only tool that is extremely flexible when going to different editors. Maya might be another one but I dont have to money for Maya. only max:(
I also could be wrong most modeling software will Export OBJ and I think O2 will take that. You might have some problems with the model when done importing.
You are a bit wrong here. All modeling software (or 99% of those) can export files as OBJ or 3DS, the 2 types of files O2 accepts.
[=SFLR=]DK
Jan 16 2010, 19:34
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
Soul_Assassin
Jan 16 2010, 19:52
define the axis as you would in the Mem Lod module but in model.cfg define it as translation.
[=SFLR=]DK
Jan 17 2010, 00:40
ok im a nood pls can u show me what u mean in the model config pls when defining it as translation:) thanks in advance
ChevyVanDude
Feb 18 2010, 19:39
Any change it can be ported to a Python file?
Therefore it can be used within Blender 3D.
A very powerfull 3d application.
Soul_Assassin
Feb 20 2010, 10:57
no, but dont worry blender users will be happy soon enough :)
ChevyVanDude
Feb 24 2010, 09:27
Oh joy :)
How i install the plugin? I can´t found the Arma Toolbox in the customize menü
Soul_Assassin
Mar 28 2010, 12:15
Installation is explained here: http://www.sparrowstudio.net/armavdv/toolbox/install.html
shtripka
May 17 2010, 17:38
Good job, Soul! Молодец! :)
oxygen is free and quite good, but i wonder how many 3ds max addons are made on legal soft
this is of course other issue, but addonmakers who work on legal soft are sometimes criticized for "lower polycount" or something like that
it is offtopic issue, but for example i've done all in Oxygen only, sometimes few times used 3ds freeware parts, so when it comes to smooth parts models it is hard to competee with 3ds models
but it were my 2 cents when it comes to 3ds usage issue
shame that Oxygen has no some needed options like: cut one shape by other shape , phase edge, render to texture
someone who makes in 3ds have UV mapping in 1 second (render to texture option) while person who uses legal oxygen spent whole day
but ending offtopic about 3ds max, which cost 5 000 euro as i remember
Just because a program is expensive does not mean it was downloaded illegally; I'm a student studying towards a career in 3D Animation and Autodesk offer a great student discount of $100 for a year license to all their 3D products
Great looking toolkit, I'm itching to have a go on it to make a couple urban combat ready buildings
Just because a program is expensive does not mean it was downloaded illegally; I'm a student studying towards a career in 3D Animation and Autodesk offer a great student discount of $100 for a year license to all their 3D products
http://students.autodesk.com/
Soul_Assassin
Jun 22 2010, 05:57
Just because a program is expensive does not mean it was downloaded illegally; I'm a student studying towards a career in 3D Animation and Autodesk offer a great student discount of $100 for a year license to all their 3D products
Great looking toolkit, I'm itching to have a go on it to make a couple urban combat ready buildings
don't listen to vilas. The guy is just a bitter man.
Okay i have your tool box load and ready, however i have had my model in a somewhat finished state for a few days,,, problem is i made it in inches, and when i fired up your toolbox quickly realized my dilemma, i should have been using meters... ?? is what do need to do to transfer my scaling units to use the tool for 3ds and take advantage of all the tools it has ? thank you.
change the units in max. It will not scale your work, just change the units it shows up:
customize -> units setup -> metric
Will the change in units(pertaining to Max) affect the toolbox in any way, or the transfer to O2,,, and also how do i take advantage of the toolbox with a semi completed model predating the toolbox?
---------- Post added at 11:58 PM ---------- Previous post was at 11:57 PM ----------
do i just move the files to the appropriate folders created by the toolbox?
---------- Post added at 12:00 AM ---------- Previous post was Yesterday at 11:58 PM ----------
you can preview my and bwph4273's projects here:
http://www.armaholic.com/forums.php?m=posts&q=10841&d=0
F2F_BHO
Jul 10 2010, 13:39
oxygen is free and quite good, but i wonder how many 3ds max addons are made on legal soft
this is of course other issue, but addonmakers who work on legal soft are sometimes criticized for "lower polycount" or something like that
it is offtopic issue, but for example i've done all in Oxygen only, sometimes few times used 3ds freeware parts, so when it comes to smooth parts models it is hard to competee with 3ds models
but it were my 2 cents when it comes to 3ds usage issue
shame that Oxygen has no some needed options like: cut one shape by other shape , phase edge, render to texture
someone who makes in 3ds have UV mapping in 1 second (render to texture option) while person who uses legal oxygen spent whole day
but ending offtopic about 3ds max, which cost 5 000 euro as i remember
"What"????.....if your a designer you can afford it....
Soul_Assassin
Jul 11 2010, 23:32
Really really cool model youve made :) love all the details. If I were you I would follow the following plan of action before any O2 thingies :):
1. attach all the parts together and copy paste the mesh into a new layer.
2. in this new copy, delete all the dmall details like latches, hatches rivets etc. Get it to the appropriate poly count for ingame use. Remember that the HEMTT is mostly sharp edges thus the max polycount is lower then expected. About 15-16000 polies.
3. UVmap the lowpoly mesh.
4. colorise all the elements in appropriate colors (just apply simple color shaders to different parts) and bake the diffuse map.
5. bake the ambient occlusion map (use the pink option in the toolbox).
6. use the highpoly to bake the normalmap
7. make a simple spec map in photoshop for testing
8. setup the supershader in max (see my videos) using all those maps
9. make sure the lowpoly is all quads and lower, and is all editable poly.
10. detatch all movable parts
11. setup the named selection and hierarchy (videos)
12. set up the memory LOD (video)
13. generate the model.cfg
14. create some lower resolution and other specific LODs
15. and only now you should try to export the p3d from max. If all is done by the book, you should have a pretty game-ready model, requiring only small adjustments in O2.
16. Make a config.cpp
17. pack the pbo
18 and the rest is finetuning :D
Anyway to get this to work with Gmax, I get an arrow loading off of one line on 031lods.ms
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
Aug 4 2010, 20:59
GMax is not supported. Considering it was released about the time of Max 4.2 :P
majo213
Aug 10 2010, 16:21
Hi guys help me i am must use 3ds max 9 ? i am convert sa-58 to battlefield 2 it will go through this program? thanks for reply sorry of my bad english
Darkhorse 1-6
Aug 11 2010, 06:13
It is illegal to port ArmA/ArmA II/OA content to other games.
Bohemia can sue you if you do it.
majo213
Aug 11 2010, 10:53
Hi a iam not work modification. This for me. Understand ?
[APS]Gnat
Aug 11 2010, 12:42
Hi a iam not work modification. This for me. Understand ?
Does not matter.
Don't expect people to help because ripping models (for other game, personal use or otherwise) harms our community and the developer.
majo213
Aug 11 2010, 13:28
OMG
Project reality use convert mi 8 from arma 2 http://www.moddb.com/mods/project-reality/images/russian-mil-mi-8mtv-2-helicopter#imagebox
---------- Post added at 01:20 PM ---------- Previous post was at 01:16 PM ----------
Models in modification CSLA to arma not bohenia interactive
---------- Post added at 01:28 PM ---------- Previous post was at 01:20 PM ----------
Why judge me bi? the first They do not know who I am for the second Do not know where I live for the third For such stupidity?
OMG
Project reality use convert mi 8 from arma 2 http://www.moddb.com/mods/project-reality/images/russian-mil-mi-8mtv-2-helicopter#imagebox
---------- Post added at 01:20 PM ---------- Previous post was at 01:16 PM ----------
Models in modification CSLA to arma not bohenia interactive
---------- Post added at 01:28 PM ---------- Previous post was at 01:20 PM ----------
Why judge me bi? the first They do not know who I am for the second Do not know where I live for the third For such stupidity?
learn some english, use a translator, or bugger OFF.
No one sane enough is gonna help your porting models from other games in A2, and even more, outside of it...
This is about a script for max, which is designed for a different purpose...please stay on topic
majo213
Aug 11 2010, 15:38
what import model in 3ds max 2010 i m use arma 2 toolbox import ? or oxygen 2 ?
---------- Post added at 03:34 PM ---------- Previous post was at 03:31 PM ----------
my english bad
---------- Post added at 03:38 PM ---------- Previous post was at 03:34 PM ----------
what program open (import) p3d model and export to 3ds ?
[APS]Gnat
Aug 12 2010, 10:02
[/COLOR]what program open (import) p3d model and export to 3ds ?
No such program.
majo213
Aug 12 2010, 10:25
Gnat;1715835']No such program.
oxygen 2 ?
Foxhound
Aug 12 2010, 10:58
Try paint. Its a hidden function, so you have to look very close to find it.
majo213
Aug 12 2010, 13:49
bi where I could find the submachine SA-58 (VZ-58)? game in which only knew arma 2
jagheterjan
Aug 12 2010, 14:01
google is your friend.
majo213
Aug 12 2010, 14:05
in google not found
jagheterjan
Aug 12 2010, 14:31
then you're prolly out of luck.
Mr Burns
Aug 12 2010, 14:34
Not even google wants to be his friend :confused:
This convert from arma 2 very real and nice helicoper Please convert From arma 2 Mi 24 hind and russian vehicle nice
http://www.moddb.com/mods/project-reality/images/russian-mil-mi-8mtv-2-helicopter#imagebox FPDR
jagheterjan
Aug 12 2010, 14:57
guess that means not even google wants him to rip/steal the work of others. can we end this sillyness now please?
majo213
Aug 12 2010, 15:27
yeah this my commnet why ?problem ? this comment 1 moon
---------- Post added at 03:27 PM ---------- Previous post was at 03:21 PM ----------
Project Reality some people did do something to modify the arma 2 and battlefiled 2. This 1st best mod on battlefield 2. Bohenia interactive, people can take what I want to get the game bought footer am away, I can use what I like
Foxhound
Aug 12 2010, 15:37
Can you use this too? Its mine and its open for everyone.
http://eekie.web-log.nl/photos/uncategorized/exit10.jpg
Bohenia interactive, people can take what I want to get the game bought footer am away, I can use what I like
No you can not take what you want. You bought a license to use the game, you do not own the content. Learn the difference, and learn it quick.
th3flyboy
Aug 17 2010, 23:49
No you can not take what you want. You bought a license to use the game, you do not own the content. Learn the difference, and learn it quick.
Exactly, you only have purchased the ability to run the game. Ripping out content and using it it is still a crime if you do not have permission from the IP owner. Unless BIS releases the MLODS from A2/OA publicly, or gives you explicit permission, you are NOT legally allowed to rip and use content from the game, and the same applies to mods as well. Even if that does happen, you still have to obey the Terms of Use of those assets. If you were to violate that, you would get in really hot legal water really fast. That could very easily end in being in a prison cell with a big man named Bubba doing things to you that you probably won't enjoy against your will.
In short, don't steal others work. It's not right, and it's illegal. Learn to make 3d models yourself. Just ripping things and taking it to use it elsewhere only pisses people off in the end, and can get you in serious trouble.
NodUnit
Aug 28 2010, 03:59
I'm finally getting around to trying out your tool and it looks to be very very fun and helpful..right now I'm experimenting with baking ambient occlusion but I've run into a strange..problem.
I made a UV of my abrams turret and when I tried to bake OA nothing appeared except for on the cannon, after flattening the UV's on the turret (though now more messy) it worked.
I took the top of the turret from that UV and disconnected it from the body, then took one of it's slat sides and Re-uv'd it myself...the two are side by side and UV'd BUT when I bake only the turret top has the AO, whenever I join the two the top no long receives AO..exmaple.
Since a picture may be more clear and shows it exactly..
So here was the flatten mockup, looks okay right? http://i229.photobucket.com/albums/ee200/NodUnit/Model%20work/M1A1%20Abrams/New/A1.jpg?t=1282967422 only not so much on the UV http://i229.photobucket.com/albums/ee200/NodUnit/Model%20work/M1A1%20Abrams/New/UVhorror.jpg?t=1282967675
So I seperated the turret base and flattened the UV's.. http://i229.photobucket.com/albums/ee200/NodUnit/Model%20work/M1A1%20Abrams/New/tur2.jpg?t=1282967716 same although I've honestly no idea why it's so jaggy, the settings were the exact same..
So I redid the UV's myself to be more functional and space saving, however when I did..well..result. http://i229.photobucket.com/albums/ee200/NodUnit/Model%20work/M1A1%20Abrams/New/UVwoes.jpg?t=1282967864 same settings again, I'm baffled. I also tried to bake some AO on a friends model with pre-laid UV's, it worked perfectly.
Soul_Assassin
Aug 31 2010, 08:07
hmm try playing around with the distance setting. Also make sure that all the objects that have to occlude, are unhidden (I know its a trivial thing) but it basically should work. Even if you are baking the base turret and all, the hatches and all the stuff should be visible. If they are hidden they will not occlude.
NodUnit
Aug 31 2010, 19:23
The unhidden part makes perfect sense, only thing is everything was unhidden during the bake, I've messed with the distance slider as you said, 10-20-30 and so on also changed the padding but to no avail.. I really don't get it, if I flatten the map it works but the moment I do my own grouping it says "NNNNNO!"
The occlusion bakes onto the bottom of the turret and somewhat inside the hatch but as far as the stuff on top and the sides of the turret nothing happens.
For the heck of it I tried re-flattening the mapping of just the turret only at 01 spacing and varied distances and oddly enough it worked..I am...clueless, if I flatten the UV's and let the program take care of it, it works..if I reset the UV's myself it doesn't..:Oo:
Soul_Assassin
Aug 31 2010, 20:32
Are you using true to life units (i.e. 1 m in the model = 1 meter)?
NodUnit
Aug 31 2010, 20:37
I wasn't at first, the model was built in centimeters but the tool changed it to meters, do I need to rebuild it with meters from the beginning?
you shouldn't. You can change your units from max without having the model scaled.
NodUnit
Aug 31 2010, 22:00
Right, which it is (meters I mean) but the problem persists, it's the darnest thing, I can even take my friends models and bake onto their already set UV's.
so the only thing not working is your own model then?
EDIT: try the render to texture complete map for AO (need a skylight at least), see if that works (need to use existing UV in chnl x (default is 1))
use the skype button near my nick
EDIT2: soul beat me to it
Soul_Assassin
Aug 31 2010, 22:28
and the normal render to texture (not through tool box but through the max menu) without flattening but using the default uv channel and default settings?
NodUnit
Aug 31 2010, 23:37
Okay so here are the things I did.
Used Max's AO, with the less efficient flat mapping it worked okay but it worked, just like the toolbox..however in similar to the toolbox when I used the AO tool with my own UV's instead of getting nothing I got a big black spot on the UV's instead.
Reverted to the original model and tested this, same results. I changed from the turret to the hull and got the same result, I'm guessing then it applies to the whole model the question is what have I done.
have you used a skylight?
Soul_Assassin
Sep 1 2010, 15:39
Okay so here are the things I did.
Used Max's AO, with the less efficient flat mapping it worked okay but it worked, just like the toolbox..however in similar to the toolbox when I used the AO tool with my own UV's instead of getting nothing I got a big black spot on the UV's instead.
Reverted to the original model and tested this, same results. I changed from the turret to the hull and got the same result, I'm guessing then it applies to the whole model the question is what
in the max render to texture dialog, which settings you have in the Mapping coordinates group?
yep I used a skylight from the light entities.
Mapping coordinates is set to Channel 1 to which all faces on the model being baked are set to as well.
mikebart
Sep 10 2010, 09:20
just a guess, but you might have inverted faces in your UV's, try opening the UVs for edit and then "select/select inverted faces", if it selects anything at all then you have to flip them for them to receive a texture bake on those UV's.
Sorry I cant remember how to actually flip them though (gulp)
Fox '09
Sep 11 2010, 04:49
does the toolbox keep selections? I know it can generate, but..
NodUnit
Sep 11 2010, 09:05
just a guess, but you might have inverted faces in your UV's, try opening the UVs for edit and then "select/select inverted faces", if it selects anything at all then you have to flip them for them to receive a texture bake on those UV's.
Sorry I cant remember how to actually flip them though (gulp)
Il'l check it out though now I've run into a new problem..
I've run into a (possibly) more pressing problem..right now I'm in a rush to just import a quick test to see if I understand the tool and so on..well at the vertice stage I place a vertice and set it up to inherit the name (mind you this is only one) but it returns- Runtime error: ATtempt to acess deleted scene object" but nothing is deleted? Errr..
Just to be sure I made something else to test it out and it worked fine.
GiorgyGR
Feb 21 2011, 02:30
Hello all and great S.A :)
Its a really awesome tool that helps a lot (especially starters to modeling+ArmA like myself.)
I m constantly getting an error while exporting to .p3d and using SuperShader.
"There was a problem with exporting.Check the types of geometry you are
trying to export.."
1)I have reset to meters before and after creating "my test pyramid object"
2)..so i m sure i m working with tris
3)tried with/o extra LODS than "0"
4)I have watched all related videos..but i may missing something.
When assigning the various texture paths to SuperShader (in Material Editor)
-my object looks perfect inside MAX..but i cannot export to .p3d
Any help for a n00by *cough*modeler?*cough* :)
Soul_Assassin
Feb 21 2011, 09:20
You have to make sure that all the objects in the layer that you want to export are of type editable poly. this error will pop if you have any other type of object.
GiorgyGR
Feb 21 2011, 10:37
You have to make sure that all the objects in the layer that you want to export are of type editable poly. this error will pop if you have any other type of object.
Thanks for quick reply S.A
Well..i think i m 99.9999% sure..
1) i m using "editable poly's"..
2)No other Object around (Hidden/frozen etc)..
* i can export p3d without probs using only "Alpha-stencil- shader".
Problem seems to appear when i m working with "SuperShader".
I also need help with the feature of "baking" AO and Dif. under "Texture" tool.
Should i use it?
When i do use it..it ruins my textures assigned before on Material Editor
I m sure i m missing something though.. :confused:
Soul_Assassin
Feb 21 2011, 10:52
Well..i think i m 99.9999% sure..
1) i m using "editable poly's"..
2)No other Object around (Hidden/frozen etc)..
* i can export p3d without probs using only "Alpha-stencil- shader".
Problem seems to appear when i m working with "SuperShader".
have you tried exporting without textures and materials?
I also need help with the feature of "baking" AO and Dif. under "Texture" tool.
Should i use it?
When i do use it..it ruins my textures assigned before on Material Editor
I m sure i m missing something though..
turn off viewport preview and the baked texture shouldnt override your previously assigned materials.
GiorgyGR
Feb 21 2011, 15:17
have you tried exporting without textures and materials?
Yup..it seems exporting with Textures/Materials causing problem.. :confused:
Solution?..
Soul_Assassin
Feb 22 2011, 14:51
sounds like a supershader problem, and aside from removing them all and redoing them like in the video (remember you have to have ALL texture slots assigned) I don't see what I can do for you. I promise that in future versions I will drastically improve error handling, so you can know exactly what the problem is.
GiorgyGR
Feb 22 2011, 14:58
Hmm..
TBH i didn't use ALL shader slots.
I m missing the DT texture.. (i m using -only-the 4 textures produced by Crazy Bump)
I will make some tests and coming back ;)
Really thanks for support so far :)
EDIT
IT WORKED!!!!!!!!!!!!!!
I think it was my-missing-texture!!
Thanks Superman :D
Soul_Assassin
Feb 22 2011, 15:10
to be on the safe side use TGA textures and put them in the final project folder: "P:\my_addon\" whatever
is there a named selection set for helo's?
Arremba San Zorzo
Apr 30 2011, 10:18
hi, i worked regularly on 3d 2009 on WinXP 32bit. Now i have a win764bit and i can't see the 3dtool on both 3ds 2009 32 and 64. Any suggest?
Sorry if someone has posted the same request and i have not reed...
Soul_Assassin
Apr 30 2011, 10:35
what 3dtool?
Arremba San Zorzo
Apr 30 2011, 13:55
what 3dtool?
eh,eh, sorry the ArmAtool box 1.1 (and patch) for3dstudio that "emulate" O2...
Soul_Assassin
Apr 30 2011, 17:27
You have to install it:
http://sparrowstudio.net/armavdv/toolbox/install.html
Follow the instructions there on that video. Or just read everything on the first page of this thread:
http://forums.bistudio.com/showthread.php?t=82188
Arremba San Zorzo
May 1 2011, 07:18
You have to install it:
http://sparrowstudio.net/armavdv/toolbox/install.html
Follow the instructions there on that video. Or just read everything on the first page of this thread:
http://forums.bistudio.com/showthread.php?t=82188
oooooo shit! i became toooo old for this job! I have worked with your tool for months and when i have re-installed it ... i have forgot one step!...i became too old for this job, too old...thanks mate:)
Olicarnage
Jun 30 2011, 08:47
http://img23.imageshack.us/img23/8985/3dsmax9.jpg >100kb
Edit: sorry, i did that too quickly, wrong copy of files...
It works fine on 3ds max 9.
Kraetzer
Jul 3 2011, 22:13
Is there a way known that allows you to export 2 Uv Channels out of 3d max?
Soul_Assassin
Jul 3 2011, 23:03
Is there a way known that allows you to export 2 Uv Channels out of 3d max?
It should theoretically allow you to export up to 8 uv channels. I remember putting that in.
PurePassion
Jul 3 2011, 23:15
http://img23.imageshack.us/img23/8985/3dsmax9.jpg
Edit: sorry, i did that too quickly, wrong copy of files...
It works fine on 3ds max 9.
might want to check that image ;)
179+kb whereas 100 is the limit
Kraetzer
Jul 4 2011, 04:51
I don´t used this tool often cause of the troubles and errors it makes, only interesting stuff for me is the mor than 1 uv map export.
All my Models lets popup the error the Geometry is not correct check it blah.
But they are correct and they haven´t any textures on.
Only things i can export are new created objects and sometimes parts of the Models, if i select a similiar object next to it and even it´s a clone it works on some Models and on others not.
Even scenes i exported ones, i believe with the old version don´t work anymore =D
Welcome To Hell
Sep 23 2011, 15:44
Does this work with 3ds max 2011 or 2012?
from 2010 to 2012 afaik. Surely with 2011 and 2012
Welcome To Hell
Sep 23 2011, 23:18
It worked in 2012
Welcome To Hell
Oct 6 2011, 16:50
Soul Assassin, how come there is no import function for non-binarized p3d's? Or at least individual lods...
Importing a skeleton from 3ds does not preserve the named selections and the bone hierarchy...
По русски?
that would mean easier export of BIS mlods to different other engines, etc...
Welcome To Hell
Oct 7 2011, 02:40
Binarized p3d's was in place to prevent people from doing that, I thought.
But honestly if someone wants to rip a model it is a lot easier to use <censored>, than trying to learn Tools provided with the game. Most game SDK's come with some source content and a way to port it to MAX or Maya.
i am not saying it isn't possible, on the contrary. I am saying why SA choose not to include this feature in the public release. It's his tools, he gets to choose.
A different approach had Leopotam with his blender tools. You can use that to import p3ds directly in Blender 2.5+ and then get them to max if you really need to.
Yeah most SDKs do that. A2 one is doesn't really provide all the tools needed for 3rd party software or industry standards (max/maya). So unless BIS changes their approach there, you are left with the tools provided by the community, the way they want them to do it.
Soul_Assassin
Oct 7 2011, 10:25
Whereas I understand how useful it would have been to many addonmakers, it was not released due to concerns of model theft.
Now we need instructions for installation into 3DSMax 2013. I got it working but not without copying files everywhere I could. LOL
Now we need instructions for installation into 3DSMax 2013. I got it working but not without copying files everywhere I could. LOL
Not really, the instalation process should be exactly the same as for max 2012 (the one the tut video is made for).
I personally haven't tested it with 2013, but there shouldn't be a reason for it not to work, even with the under the hood changes from 2012 to 2013.
Rudedog
Oct 10 2012, 14:49
Well, the point is folder locations and names have changed. ie. there is no longer a UI folder etc. Providing instructions for 2013 would greatly reduce the number of unneeded posts here.
Well, the point is folder locations and names have changed. ie. there is no longer a UI folder etc. Providing instructions for 2013 would greatly reduce the number of unneeded posts here.
very well:
2013 install:
To install the toolbox follow the steps:
1) Unpack the folder ArmAToolBox into the $maxroot$\Scripts\ folder.
2) Unpack all the icons: arma2toolIcon_##i.bmp and arma2toolIcon_##a.bmp into both $maxroot$\UI_In\Icons\ and $maxroot$\UI_In\IconsDark folders.
3) Unpack loadArmAToolBox.mcr into $maxroot$\Macroscripts\ folder.
Steps 4 to 10 are exactly the same.
Rudedog
Oct 12 2012, 13:32
Thank you very much, PuFu. I'm sure that will help many people.
Edit: Tested it out on a fresh install of 3DS Max 2013. Worked like a charm.
Thedog88
Oct 20 2012, 21:44
im brand new to moddeling but i have this working, barely understand things though even after reading the documentation. is there a tutorial anywhere that starts a model from scratch in 3ds and takes you all the way to the ingame model? if not, is there anybody that would be willing to help an ambitious fella via skype or ts on his first model? :) i offer free cookies :P
anyways, i have 3dsmax 2012 and it worked the first time after following install instructions, so it seems like a good tool
Soul_Assassin
Oct 21 2012, 03:31
im brand new to moddeling but i have this working, barely understand things though even after reading the documentation. is there a tutorial anywhere that starts a model from scratch in 3ds and takes you all the way to the ingame model? if not, is there anybody that would be willing to help an ambitious fella via skype or ts on his first model? :) i offer free cookies :P
anyways, i have 3dsmax 2012 and it worked the first time after following install instructions, so it seems like a good tool
Sorry dude, the tool is really intended for people who know what they are doing, just to save them time. Making a addon is a massive undertaking and usually takes experienced folk months to complete. First familiarize yourself with just using max. There are tons of free tuts online. I'm afraid you will not find anyone who can just teach you one on one. And even if you are really serious about it, expect it to be years before you get the hang of it. Sorry for the somber answer but trust me When I say "in before PuFu murders you" :) inside joke
Thedog88
Oct 21 2012, 05:42
even just for making buildings? all i need is static buildings for what im trying to do
im brand new to moddeling but i have this working, barely understand things though even after reading the documentation. is there a tutorial anywhere that starts a model from scratch in 3ds and takes you all the way to the ingame model? if not, is there anybody that would be willing to help an ambitious fella via skype or ts on his first model? :) i offer free cookies :P
anyways, i have 3dsmax 2012 and it worked the first time after following install instructions, so it seems like a good tool
1. There are literary hundred of thousands of tutorials regarding game oriented modelling around the web. Being new to both modelling (and max in your case) and A2 is hardly gonna help with what you have in mind, but it depends on your time and perseverance
2. BIS has released all the content from A1, including buildings. Have a look over them, and see what is needed to have a model work withing the game.
3. No one will be able to hold your hand like you'd like. It is not because no one wants it, but because of time constrains and so forth. Cookies are not gonna help here, especially virtual ones.
4. This is NOT the thread for asking someone to help you out though. This thread is about a very useful tool create by Soul Assassin in his own time in order to shorten the time needed for max users to get content within O2. I'd like to keep it that way. Besides, the videos in his documentation are very well made for the average artist that is already familiar with basic notions about modelling.
even just for making buildings? all i need is static buildings for what im trying to do
Buildings or no buildings....Have a look over this tutorial http://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial
The rule of thumb in is editing section is simple: You post the specific issue you're having here, after you've tried to deal with it on your own, and you receive a specific answer to your problem. Why is that. Because that way you show you're actually interested in what you are trying to do, and you have tried to move things by yourself, but you end up with some dead ends. You haven't even started properly, yet you ask for someone to do everything for you.
Maybe with A3, someone will take their time to create a more comprehensive tutorial. from start to end, covering most of the models one would bump his head against (building, prop, character, vehicle, weapon). Till then, good luck
@<hidden>: ;)
Thedog88
Oct 21 2012, 21:41
yeah heard this before, wouldve been nice to run into somebody willing to help. im not saying im wanting somebody to do all the work for me, all i wanted was somebody that can walk me through my first one and from there out i would do all the work myself. the link you posted seems to have more info that im looking for, thanks for that. anyways, hopefully one day ill understand how to fully use this tool...
yeah heard this before, wouldve been nice to run into somebody willing to help. im not saying im wanting somebody to do all the work for me, all i wanted was somebody that can walk me through my first one and from there out i would do all the work myself. the link you posted seems to have more info that im looking for, thanks for that. anyways, hopefully one day ill understand how to fully use this tool...
you've misread my post. there are plenty of people out here willing to help. You just need to ask the questions.
there is however (not from what i know anyways) someone willing to hold your hand through the entire process.
regarding the tool: what part you don't understand/ know how to use? be specific please
Thedog88
Oct 22 2012, 04:09
well, honestly i tried to much to backtrack and explain all that i did, but trust me i tried quite a bit. i think my problem is that i really dont understand fully what everything does and how it connects. i actually got a building model from 3ds to o2 but didnt know what to do from then either. i followed a few tuts, pbo'd it and tried to load it up but couldnt even find it in the editor. im asking a couple of people personally if they would be whiling to help, not hold my hand, but just help here and there. honestly your post seemed like i offended you with my lack of knowledge :P sorry about that. i just need to do more homework i guess...
well, honestly i tried to much to backtrack and explain all that i did, but trust me i tried quite a bit. i think my problem is that i really dont understand fully what everything does and how it connects. i actually got a building model from 3ds to o2 but didnt know what to do from then either. i followed a few tuts, pbo'd it and tried to load it up but couldnt even find it in the editor. im asking a couple of people personally if they would be whiling to help, not hold my hand, but just help here and there. honestly your post seemed like i offended you with my lack of knowledge :P sorry about that. i just need to do more homework i guess...
No, i far from from offended. The problem is that none of your post were asking questions so you can get help, you have been only asking for help without specifying what is that you fail to do:
what does the .rpt say?
what tutorials have you been following?
can you post your .cpp file?
have you defined the basic LODs?
have you looked over the existing A1 building samples so you have an idea about what needs to be done?
You are saying you have problems with this tool, but from what you have written above it seems you have problems with setting it up in O2, as well as writting its configs.
Again, if you want help, please create a proper thread in http://forums.bistudio.com/forumdisplay.php?97-ARMA-2-amp-OA-MODELLING-(O2), because it seems your issues are NOT related to this tool, and thus there is no need to clog this thread some more.
Toubles with 64 bit windows 7 , 2013 3ds max. when i try to make lods default is o and there is memory lods , but when i try to make more lods it gives me an error runtime error ; Cant Load Button Images : bitmap; C;\Program files\autodesk\3dsmax2010\scripts\ArmaToolBox\armatoolbox2.bmp Puzzled Any Thoughts Please!
Soul_Assassin
Dec 9 2012, 00:21
Toubles with 64 bit windows 7 , 2013 3ds max. when i try to make lods default is o and there is memory lods , but when i try to make more lods it gives me an error runtime error ; Cant Load Button Images : bitmap; C;\Program files\autodesk\3dsmax2010\scripts\ArmaToolBox\armatoolbox2.bmp Puzzled Any Thoughts Please!
just create this folder and put the bmp into it for a quick fix. I dont know exactly where in the problem lies, have not tried it with 2013.
thokitti
Feb 20 2013, 00:55
I've been trying out this fantastic toolbox for 3dsmax for a few days and i'm very happy with it :)
Got one small problem tho,.. All the faces of my polys in 3dsmax is inverted when model is opened in O2. It's not a big problem, just flip all faces before export but rather annoying.
Anyone encountered this before?
3dsmax 2013 x64
-Tk
Meatball0311
Mar 27 2013, 06:23
I don't know if it will be required, but will there be an updated version for ArmA3?
Soul_Assassin
Mar 27 2013, 08:56
nope, not required as ar as i can see. major update will come at some point once i get it done
Meatball0311
Mar 27 2013, 14:05
nope, not required as ar as i can see. major update will come at some point once i get it done
Roger that.... thanks for this awesome tool.
Toubles with 64 bit windows 7 , 2013 3ds max. when i try to make lods default is o and there is memory lods , but when i try to make more lods it gives me an error runtime error ; Cant Load Button Images : bitmap; C;\Program files\autodesk\3dsmax2010\scripts\ArmaToolBox\armatoolbox2.bmp Puzzled Any Thoughts Please!
just create this folder and put the bmp into it for a quick fix. I dont know exactly where in the problem lies, have not tried it with 2013.
Had that problem too.
Solution is rather simple. Perhaps Soul_Assassin is able to change that for the next update
Open 3ds Max 2013
Got to "MAXScript -> MAXScript Editor"
Open the File "[your3dsmaxinstallationfolder]\scripts\ArmAToolBox\modules\031lods.ms"
Search for the lines 163 and 164
Replace the two lines with the following ones (the most important part is the path, it is self-explaining i think):
button dupeLODa "A" pos:[248,32] width:24 height:24 images:#(((getDir #scripts) + "\\ArmAToolBox\\armaToolBox2.bmp"), undefined, 10, 8, 8, 8, 8) toolTip:"Confirm."
button exitDupeLOD "D" pos:[280,32] width:24 height:24 images:#(((getDir #scripts) + "\\ArmAToolBox\\armaToolBox2.bmp"), undefined, 10, 9, 9, 9, 9) toolTip:"Cancel."
But I am not able to export a working .p3d file. Getting an error if I want to load it to O2...
liukang168
Apr 8 2013, 06:43
Hi,
i run 3ds max 9 (not 2009) 32 bit.
Everytime i want to export a model to oxygen as a *.p3d file i get the following error: --Runtime error: EPoly operation on non-Editable Mesh: Editable Mesh.
If I try to port it via the 3ds export file most of the objects of that model are not at the right position.
If I use the *.onj variant i get this error in oxygen. Import failed: Parse error in obj file "filename.obj" - General read error (maybe float values are invalid) at line xxxxxx
Thanks in advance. Maybe its the export options, but tbh. I dont know which ones are correct.
Maybe its also the 3D Studio Max version i use.
OK I upgrade to 3D max 2013, no more problems.
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