ArBuZ Posted November 25, 2009 Share Posted November 25, 2009 Leadwerks tools 2.3 3ds max to GMF exporter is an alternative exporter that Ive made. It is max-script plugin that exports data directly from 3ds max to gmf file. There are fuatures and installation notes below. And some information how does this work. Supported features: 1. Exporting of any number of objects saving hierarchical relationships. 2. Exporting of smoothing groups. 3. Exporting of materials IDs. 4. Exporting of materials. 5. Exporting of animation 6. Exporting of skin data 7. Exporting of vertex colors 8. Exporting of 2 UV - channels 9. Exporting of custom attributes (properties) 10. Generation of *.ini files 11. Generation of *.phy files 12. Generation of LUA scripts for object properties 13. Exporting of tangents and binormals 14. Ability to export only materials without exporting of mesh. 15. Scaling. 16. Batch exporting of objects to separate files. 17. Automatic LOD exporting. Installation: Extract files from archive to "3dsmax root folder\Scripts\Startup\" If you have files of previous version of the exporter, then remove them. The plugin will appear in main menu bar as Leadwerks tools menu. Download link: http://www.leadwerks.com/werkspace/files/file/210-leadwerks-tools-for-3ds-max/ Help pdf file is included in exporter archive. Sorry for my English. I will be glad if someone will find it usefull. Thanks 2 Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
wh1sp3r Posted November 25, 2009 Share Posted November 25, 2009 I am hosting a file, so if you have problem with downloading, PM me or write it here Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com Link to comment Share on other sites More sharing options...
Josh Posted November 26, 2009 Share Posted November 26, 2009 There is now a "Tools and Utilities" section where you can store your files. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Porsche Posted December 1, 2009 Share Posted December 1, 2009 Thanks ArBuz for the continued support of your tool. It saves me quite a few steps, and works extremely well with every object I've ever made. If anyone is using Max + Leadwerks and doesn't have this tool, they're seriously missing out. Quote Artist, Animator, Musician, P/T Programmer Dual Core @ 2.6GHz per /nVidia 9600 GT/ 4 GBs DDR3 6800 / XP Pro 32/64 Bit Photoshop CS3 / 3D Studio Max 8 / VS '08 Link to comment Share on other sites More sharing options...
omid3098 Posted December 31, 2009 Share Posted December 31, 2009 should I report bugs here or in download section? in V2.1 exporter do not export phy in convex hull type. by choosing convex hull physic body will be collition tree. Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
ArBuZ Posted December 31, 2009 Author Share Posted December 31, 2009 I watch all threads related with the exporter regulary. So you may post bug reports here. Plus this thread is pinned. So everybody can see it. Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
TylerH Posted January 7, 2010 Share Posted January 7, 2010 We need an updated version for 3ds Max 10. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Canardia Posted January 7, 2010 Share Posted January 7, 2010 How can Autodesk still make apps which are not backwards compatible, don't they ever learn? Lotus has made apps since 1985 which are all backwards compatible still today! Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
ArBuZ Posted January 8, 2010 Author Share Posted January 8, 2010 We need an updated version for 3ds Max 10. Current version of the exporter works in 3ds max 2010. Actually it works for all versions of max since 3ds max 9 (not 2009) Its max script plugin. So it should work. Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Ryan Wenke Posted January 8, 2010 Share Posted January 8, 2010 My art director is having problems exporting even a simple box in 3DS Max 10. He keeps getting "MAXScript Rollout Handler Exception --Runtime error: FileStream cannot create: C:\Program Files\Autodesk|3ds Max 2010\Max2GMF.conf" Any ideas? Thank you! Quote Link to comment Share on other sites More sharing options...
ArBuZ Posted January 8, 2010 Author Share Posted January 8, 2010 It seems like windows doesnt allow script to create config file. Its very strange. Ill see what I can do. maybe I can pass conf file creation. Try to run max as administrator. Ive never had such problem. Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Michael Betke Posted January 11, 2010 Share Posted January 11, 2010 I'm running it in max2010 x64 and have no problems. But I would really prefer some kind of automatic LOD export. So if you have your model plus two LoD models the exporter should recognize them. Maybe with some naming conventions like _lod1; _lod2 at the end of the model. Would be a nice timesaver. Quote Pure3d Visualizations Germany - digital essences AAA 3D Model Shop specialized on nature and environments Link to comment Share on other sites More sharing options...
ArBuZ Posted January 11, 2010 Author Share Posted January 11, 2010 I'm running it in max2010 x64 and have no problems. But I would really prefer some kind of automatic LOD export. So if you have your model plus two LoD models the exporter should recognize them. Maybe with some naming conventions like _lod1; _lod2 at the end of the model. Would be a nice timesaver. Yep I know that this function will be very usefull! I just almost dont have free time. Ill implement it as soon as possible Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
omid3098 Posted January 28, 2010 Share Posted January 28, 2010 it seems exporter don't scale model for obj2phy exporter (I tested optimized convex hull) my phy bodies are much bigger than model. any other experiences? Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
ArBuZ Posted January 29, 2010 Author Share Posted January 29, 2010 Yes. The exporter uses 3dsmax obj exporter to get obj files for converting them to phy. I cant access it's properties to set scale from maxScript. You have to set obj scale manually. Just export once any object to OBJ from 3ds max (File->Export selected") and set scale in OBJ Exporter dialog. Then my exporter will use that options. Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
omid3098 Posted January 29, 2010 Share Posted January 29, 2010 Ok, Thank you Alex Quote Omid Saadat OD Arts Blog AMD Phenom II X4 940 - Geforce 8800GTS - 4GB RAM - XP x86 AMD 6000+ - Geforce 9800 GT - 2GB RAM - XP x86 (Home pc) Intel Core i7 - Geforce 310M - 4GB Ram - Win7 x64 (Laptop) Link to comment Share on other sites More sharing options...
VeTaL Posted February 27, 2010 Share Posted February 27, 2010 Greetings I have some problems with Converter and Leadwerks Editor. Our 3d artist created Citadel in Max: http://leadwerks.com/werkspace/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=399 Then, using converter ( http://leadwerks.com/werkspace/index.php?app=downloads&showfile=7 ), he converted it to several models Citypart1.gmf-Citypart7.gmf and so on and a scene with completed citadel: scene.sbx http://leadwerks.com/werkspace/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=400 As you can see, in MAX model consists of 96K triangles (well, about 100K), but Editor shows that there is 762K... Whats wrong? Also, Editor shows that there is only 19 Mb used, but Task manager dont agree with this and he says that there is 133 Mb used by Editor. PS: i updated Leadwerks to last version(there may be shadow-saver feature), but i still have 122K shadow polygons (in addition to 636K model's polygons, but there may be lower then 100K). And 0.2 FPS: http://leadwerks.com/werkspace/index.php?app=core&module=attach§ion=attach&attach_rel_module=post&attach_id=402 Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
BrokenPillar Posted February 27, 2010 Share Posted February 27, 2010 If you have a terrain mesh created then the poly count will include that in it's total. As far as the memory footprint goes, I think that stat is supposed to show you how much memory your meshes, textures, lights, etc, are taking (the stuff that would need to be loaded when you compile your game), not how much total memory the editor is using to allow you to edit and manipulate the scene. Kind of like how Max needs more memory to load an object to allow you to edit it than an engine needs for the same object because it doesn't need to be able to edit it. At least that is my understanding of it, someone else with better knowledge of what exactly each stat represents could probably give a better answer. The other thing is that it looks like you are not taking advantage of the point light optimizations Josh made in 3.1 (which is the most likely cause of your dismal frame rate. That is a lot of point lights). Make sure that all of your lights and meshes are set up correctly (static, dynamic, etc), and then you should only be showing shadow polys for moving objects or lights in your stats. Oh, and fantastic model. My compliments to your artist. Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
VeTaL Posted February 27, 2010 Share Posted February 27, 2010 Thanks, i'll resend this to him Okay... Looking like engine needs 120 Mb to manage model, that weights 19 Mb... But what about polygon count? I'll tell him to play with lights (i think, he makes them all dynamic, so after making them static, shadow polygons may gone), but how can i decrease numbers of polygons from 762K to 100K at least? Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Canardia Posted February 27, 2010 Share Posted February 27, 2010 I think it's bad artism to put many meshes into one model. Artists should make many small models instead (remember also to make models two-sided, so that they can be used standalone), then the occlusion culling works, and you can also dynamically move objects, and destroy them (when they are made of components, and then it's easier to destroy the components also). In your model you have many identical houses, so you could have only 1 model per house and use GPU instancing to draw 10000 more houses of the same mesh with not much FPS cost! Also the facades of the central tower should be all seperate models. And each pillar of the bridges should be seperate models. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
VeTaL Posted February 27, 2010 Share Posted February 27, 2010 Thanks for fast answer. We'll divide it to separate models... Hope, it would decrease polygon number. About GPU instancing: may i also add some code to show that models are identical, or engine would detect it by itself? Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
BrokenPillar Posted February 27, 2010 Share Posted February 27, 2010 But what about polygon count? I'll tell him to play with lights (i think, he makes them all dynamic, so after making them static, shadow polygons may gone), but how can i decrease numbers of polygons from 762K to 100K at least? Did you check to see if you have a terrain mesh created? That will be included in your total polygon count and could account for a large portion of your extra poly count depending on the size and resolution. Also GPU instancing should be automatic if you export them out into unique pieces and then assemble them in the editor. Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
VeTaL Posted February 28, 2010 Share Posted February 28, 2010 Floor is not a terrain, just a simple model. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
BrokenPillar Posted February 28, 2010 Share Posted February 28, 2010 I mean the terrain that the editor generates that is not a part of your model. If there is terrain inside of editor in the scene that you are viewing your model in, then it will be added to the total number of polygons being drawn in the statistics. Quote Vista | AMD Dual Core 2.49 GHz | 4GB RAM | nVidia GeForce 8800GTX 768MB Online Portfolio | www.brianmcnett.com Link to comment Share on other sites More sharing options...
macklebee Posted February 28, 2010 Share Posted February 28, 2010 when you convert to gmf, does it automatically convert polys to triangles? so if you had say a 3dmax model with a 4sided poly that was converted to gmf, it would become two triangles? it seems to do this, but maybe its just the way i am doing the conversion... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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