Discovery Gaming Community
MAXLancer (import/export for 3ds Max) - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7)
+--- Forum: Discovery Developers Forum (https://discoverygc.com/forums/forumdisplay.php?fid=183)
+--- Thread: MAXLancer (import/export for 3ds Max) (/showthread.php?tid=175696)

Pages: 1 2 3 4 5


RE: MAXLancer (import/export for 3ds Max) - Treewyrm - 06-28-2020

(06-28-2020, 07:32 PM)Eagle-Vulture Wrote: Thanks, i did it.
And now i get in next problem:
Not sure about this one. Grab the new version, it might be one of the bugs fixed.


RE: MAXLancer (import/export for 3ds Max) - Eagle-Vulture - 06-28-2020

[Image: de0aany-3afb3354-7d4a-4fa5-ab46-078dfb06...ZrudmWGu1w]

I'm so sorry for often disturbing, but now i have problem with exporting. I tried to replace Antonov ship model in Crossfire for my one. How to act here?


RE: MAXLancer (import/export for 3ds Max) - Treewyrm - 06-28-2020

You need to select Root part helper (in your case it's the top-most Root object in scene hierarchy to the left) to indicate which model you want to export. Also check out brief documentation I've just put up online.


RE: MAXLancer (import/export for 3ds Max) - Eagle-Vulture - 06-29-2020

[Image: de0bwhi-37f24191-5dcd-4c37-b56f-5106f6a0...V4Q5xy52dk]

I did everything as manual says and now i have prob;ems with material importer with any material


RE: MAXLancer (import/export for 3ds Max) - Treewyrm - 06-29-2020

Hard to say what went wrong there. Assets in other mods could have been assembled differently, especially for early versions of Milkshape exporter plugins. Perhaps they contain things I did not expect or they do not contain what I expect models to have. It's best to take it to discord chat to see what's in the files and scene you're trying to export.

This thread is more for release announcements, feature requests and such.


RE: MAXLancer (import/export for 3ds Max) - Treewyrm - 11-01-2020

Project moved to GitHub, updates and releases will be published there. Beta 5 was recently released fixing a bug related to extents which affected center of mass for hitbox.


RE: MAXLancer (import/export for 3ds Max) - Treewyrm - 01-11-2021

Just a test of THN related tools.

[Image: LV0ERxBl.png]



RE: MAXLancer (import/export for 3ds Max) - Ikarus_Hagen - 01-12-2021

So, if I see that right: this is a program I can use to model ships with without downloading milkshape3d or blender?


RE: MAXLancer (import/export for 3ds Max) - Treewyrm - 01-12-2021

(01-12-2021, 01:25 AM)Ikarus_Hagen Wrote: So, if I see that right: this is a program I can use to model ships with without downloading milkshape3d or blender?
Nope.
It's a plugin for 3ds max (commercial product).

If you don't have 3ds max with this plugin then you can use other modeling software to create mesh and export it into .fbx file and ask a person who has 3ds max to assemble and export it into Freelancer model format (.cmp/.3db + .sur).
Alternatively there's collada importer in lanceredit (part of sdk), however it has limited functionality.


RE: MAXLancer (import/export for 3ds Max) - Treewyrm - 04-13-2021

Beta 7 Release
Link: GitHub

Improvements
  • Increased exporting performance for packing wireframe stage.
  • Wireframe Snap parameter for Rigid part helpers exposes spline wireframe knot to vertex snap strength.

Bugfixes
  • Null VMeshRef pointers no longer crash when imported (mesh reference points to null mesh ID).
  • Wireframe spline knots missing matching vertices will not cause exporting error but instead issue warning message in MAXLancer log.
  • 3db part name is now "0x0" instead of empty string, while the latter is legit object name in 3ds max it is rather inconvenient. This affect sub-object names too. Both old and new name work the same.
  • Hardpoint hulls for .3db have correct names when imported (previously they would have null part name instead).
  • VMeshRef default radius set to 0.0 instead of 1.0 (previously this caused problems for icon/ui models).
  • Texture library routines no longer write "Texture count" entry as it causes warning in game log.