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 Post subject: Re: Exporters topic
PostPosted: Mon Jul 05, 2010 7:44 am 
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HenriA wrote:
And the exporters looks nice :) maybe in the future that it searches the converters by it's own?


That is the plan when there is a unified install package, until then it needs to be 'assembled' by hand.


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 Post subject: Re: Exporters topic
PostPosted: Mon Jul 05, 2010 9:47 am 
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HenriA wrote:

And the exporters looks nice :) maybe in the future that it searches the converters by it's own?



Yup, as spark said. Right now they're still very wip and when we reach a stable version we will do a package that can be downloaded alone :hehe:

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 Post subject: Re: Exporters topic
PostPosted: Wed Jul 07, 2010 10:09 am 
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Quick and Dirty Export To Game Engine topic created, hope it helps!


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 Post subject: Re: Exporters topic
PostPosted: Thu Jul 08, 2010 9:45 am 
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Seems that there is a problem with the scripts(exporters) in 3Ds Max 2010.When I go to Scripts-Run Script,and select a script,I wait several seconds and nothing appears !
I have all the files in the right directory,but doesn't work.


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 Post subject: Re: Exporters topic
PostPosted: Thu Jul 08, 2010 10:26 am 
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hmm, that's odd - you should be able to go to customize user interface -> toolbars -> category: grit tools and drag three buttons to the toolbar - does this work for you?

Welcome to the Grit Engine and welcome to the forum!


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 Post subject: Re: Exporters topic
PostPosted: Thu Jul 08, 2010 10:44 am 
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mortalhuman wrote:
hmm, that's odd - you should be able to go to customize user interface -> toolbars -> category: grit tools and drag three buttons to the toolbar - does this work for you?

Welcome to the Grit Engine and welcome to the forum!

Thanks a lot ! Works.


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 Post subject: Re: Exporters topic
PostPosted: Thu Jul 08, 2010 10:57 am 
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heh our scripts are different to the normal scripts from GTA. You have to let the master script run (the one that is found in the Startup folder in the SVN's script folder) and then use the toolbars icons :yep:

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 Post subject: Re: Exporters topic
PostPosted: Thu Jul 08, 2010 2:18 pm 
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I now also made a wiki page about installing the scripts, because some people were having some issues on that.

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 Post subject: Re: Exporters topic
PostPosted: Sat Jul 10, 2010 12:52 pm 
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mortalhuman wrote:
Quick and Dirty Export To Game Engine topic created, hope it helps!


I see.. Thanks a lot,

I've got 3 object with this tcol:
Code:
TCOL1.0

attributes {
    static;
}

compound {
   cone {
      material "/common/Stone";
      centre 0.0 0.0 0.0;
      height 0.0;
      radius 1.0;
   }
}


The next picture explanes the bug...

Image

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I hope you can help me :)

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 Post subject: Re: Exporters topic
PostPosted: Sat Jul 10, 2010 1:26 pm 
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that tcol is a cone. I don't understand why you can't export the Trimesh correctly. my only idea is to make a video that show how to do it and you do the same.

another way is you explain clearly what you did step by step. The tcol exporter should export the selected edit poly model :/

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 Post subject: Re: Exporters topic
PostPosted: Sat Jul 10, 2010 2:02 pm 
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JostVice wrote:
that tcol is a cone. I don't understand why you can't export the Trimesh correctly. my only idea is to make a video that show how to do it and you do the same.

another way is you explain clearly what you did step by step. The tcol exporter should export the selected edit poly model :/


Hmm :S If you want to make a video :) Perhaps it will helps.

Hope you can help me with it ;)

Gr. Dennis

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 Post subject: Re: Exporters topic
PostPosted: Sat Jul 10, 2010 4:20 pm 
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Well, if the video comes, cool, but did you see the quick and dirty exporter guide?

Also, you may need to simply update the scripts, there was a bug with primitives I discovered when making the tutorial. It's step by step, I think I missed nothing :up:


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 Post subject: Re: Exporters topic
PostPosted: Sat Jul 10, 2010 4:40 pm 
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There was another bug where spheres were exported as cones, that is also fixed in the svn and there is no workaround (other than convert sphere to poly and use a convex hull).


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 Post subject: Re: Exporters topic
PostPosted: Sat Jul 10, 2010 4:54 pm 
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dennisbest wrote:
mortalhuman wrote:
Quick and Dirty Export To Game Engine topic created, hope it helps!


I see.. Thanks a lot,

I've got 3 object with this tcol:
Code:
TCOL1.0

attributes {
    static;
}

compound {
   cone {
      material "/common/Stone";
      centre 0.0 0.0 0.0;
      height 0.0;
      radius 1.0;
   }
}


The next picture explanes the bug...

Image

Uploaded with ImageShack.us

I hope you can help me :)



Hi mortalhuman,

I follow your guide but i get bugs (you can see in my screenshot ^^)
I hope we can find what i do wrong ;)

Thanks a lot friends. Greatzz dennisbest (dennis)

[EDIT] What's the function about Radius? (see TCOL)

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 Post subject: Re: Exporters topic
PostPosted: Sat Jul 10, 2010 7:12 pm 
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Hi:

Dennisbest: Are you aware you're exporting a cone primitive in your TCOL?
This is a cone:

Image

A TCOL can be made of two parts, like GTA's old COL files: Primitives (Boxes, cylinders, sphere, cones...) and triangle meshes (We usually call them Trimeshes)

Primitives are much faster, but they can't be used everywhere if your mesh is complex (as the mesh you showed)

You have to export a trimesh, using an object in 3dmax with a Editable poly modifier

I will try to make the video for tomorrow :) But in the meantime, be sure your scripts are updated:

click this:

:)

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 Post subject: Re: Exporters topic
PostPosted: Sat Jul 10, 2010 7:36 pm 
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Thanks ;) I will check tomorrow ;)

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 Post subject: Re: Exporters topic
PostPosted: Sun Jul 11, 2010 12:53 am 
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For dynamic objects that move around, trimeshes really don't work well. It's much better to use a set of primitive shapes to approximate the object. For static objects trimeshes are OK, but it's still better to use primitive shapes if they are a good fit.


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 Post subject: Re: Exporters topic
PostPosted: Sun Jul 11, 2010 2:53 pm 
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Also, dennis, you are welcome to join us in the webchat as well. We currently use GTANet's IRC and room #horizont - it might just be that you need to update scripts though ;) That cone bug, that was fixed the other night :up:


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 Post subject: Re: Exporters topic
PostPosted: Sun Jul 11, 2010 3:47 pm 
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Thanks a lot ;) i will try now. 8-)

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 Post subject: Re: Exporters topic
PostPosted: Sun Jul 11, 2010 3:56 pm 
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i can't find enough insults for Camstasia studio. Recorder the whole process but now when i open the camstasia files there is a black screen and i can't do nothing. help me find insults :angry:

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