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 Post subject: Re: Exporters topic
PostPosted: Sun Jul 11, 2010 4:15 pm 
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Joined: Sun Jul 04, 2010 9:42 am
Posts: 26
Location: Netherlands (holland)
Hi ;) Col file looks better but it doesn't work :S

Init.lua:
Spoiler: show
material "testa1" {diffuseMap="testa1.png"}
material "testa2" {diffuseMap="testa2.png"}
class "testa" (ColClass) {castShadows=true,receiveShadows=true,renderingDistance=1500}
object "testa" (0.0,0.0,-10.0) {name="testa"}
[/code]
[quote]TCOL1.0

attributes {
static;
}

compound {
}
trimesh {
vertexes {
0.08 0.7 -0.00491613;
0.08 0.525 0.0;
0.08 0.525 -0.002;
0.08 0.7 -0.00291613;
0.08 0.875 -0.00614278;
0.08 0.875 -0.00314278;
0.08 1.04958 -0.00623398;
0.08 1.05 -0.00314278;
0.08 1.225 -0.00281319;
0.08 1.225 -0.00181319;
0.08 1.4 -0.002;
0.08 1.4 0.0;
0.0 1.4 0.0;
0.08 1.225 -0.00181319;
0.0 1.225 0.0;
0.08 1.05 -0.00314278;
0.0 1.05 0.0;
0.08 0.875 -0.00314278;
0.0 0.875 0.0;
0.08 0.7 -0.00291613;
0.0 0.7 0.0;
0.0 0.525 0.0;
0.08 0.35 -0.00141438;
0.0 0.35 0.0;
0.08 0.175 0.0;
0.0 0.175 0.0;
0.08 0.0 0.0;
0.0 0.0 0.0;
0.08 0.175 -0.002;
0.08 0.0 -0.002;
0.32 0.0 -0.002;
0.08 0.175 -0.002;
0.08 0.0 -0.002;
0.32 0.175 -0.00130981;
0.08 0.35 -0.00341439;
0.32 0.35 -0.00341439;
0.08 0.525 -0.002;
0.32 0.525 -0.002;
0.32 0.35 -0.00341439;
0.32 0.525 0.0;
0.32 0.525 -0.002;
0.32 0.35 -0.00141438;
0.32 0.175 -0.00130981;
0.32 0.175 0.000690195;
0.32 0.0 -0.002;
0.32 0.0 0.0;
0.4 0.0 0.0;
0.32 0.175 0.000690195;
0.4 0.175 0.0;
0.32 0.35 -0.00141438;
0.4 0.35 0.0;
0.4 0.525 0.0;
0.32 0.7 0.0;
0.4 0.7 0.0;
0.32 0.875 0.0;
0.4 0.875 0.0;
0.32 1.05 0.0;
0.4 1.05 0.0;
0.32 1.225 0.0;
0.4 1.225 0.0;
0.32 1.4 0.0;
0.4 1.4 0.0;
0.32 1.225 -0.001;
0.32 1.4 -0.002;
0.32 1.4 -0.002;
0.08 1.4 -0.002;
0.32 1.225 -0.001;
0.08 1.225 -0.00281319;
0.32 1.04958 -0.0030912;
0.08 1.04958 -0.00623398;
0.32 0.875 -0.003;
0.08 0.875 -0.00614278;
0.32 0.7 -0.002;
0.08 0.7 -0.00491613;
0.32 0.7 -0.002;
0.32 0.875 -0.003;
0.32 1.04958 -0.0030912;
0.08 0.35 -0.00141438;
0.08 0.35 -0.00341439;
}
faces {
0 1 2 "/common/Stone";
1 0 3 "/common/Stone";
4 3 0 "/common/Stone";
3 4 5 "/common/Stone";
6 5 4 "/common/Stone";
5 6 7 "/common/Stone";
8 7 6 "/common/Stone";
7 8 9 "/common/Stone";
10 9 8 "/common/Stone";
9 10 11 "/common/Stone";
11 12 13 "/common/Stone";
13 12 14 "/common/Stone";
13 14 15 "/common/Stone";
15 14 16 "/common/Stone";
16 17 15 "/common/Stone";
17 16 18 "/common/Stone";
17 18 19 "/common/Stone";
19 18 20 "/common/Stone";
19 20 1 "/common/Stone";
1 20 21 "/common/Stone";
1 21 22 "/common/Stone";
22 21 23 "/common/Stone";
22 23 24 "/common/Stone";
24 23 25 "/common/Stone";
25 26 24 "/common/Stone";
26 25 27 "/common/Stone";
26 28 24 "/common/Stone";
28 26 29 "/common/Stone";
30 31 32 "/common/Stone";
33 31 30 "/common/Stone";
33 34 31 "/common/Stone";
35 34 33 "/common/Stone";
35 36 34 "/common/Stone";
36 35 37 "/common/Stone";
38 39 40 "/common/Stone";
39 38 41 "/common/Stone";
42 41 38 "/common/Stone";
41 42 43 "/common/Stone";
44 43 42 "/common/Stone";
43 44 45 "/common/Stone";
46 47 45 "/common/Stone";
48 47 46 "/common/Stone";
48 49 47 "/common/Stone";
50 49 48 "/common/Stone";
50 39 49 "/common/Stone";
51 39 50 "/common/Stone";
51 52 39 "/common/Stone";
52 51 53 "/common/Stone";
53 54 52 "/common/Stone";
54 53 55 "/common/Stone";
55 56 54 "/common/Stone";
56 55 57 "/common/Stone";
57 58 56 "/common/Stone";
58 57 59 "/common/Stone";
59 60 58 "/common/Stone";
60 59 61 "/common/Stone";
60 62 58 "/common/Stone";
62 60 63 "/common/Stone";
64 65 66 "/common/Stone";
66 65 67 "/common/Stone";
66 67 68 "/common/Stone";
68 67 69 "/common/Stone";
69 70 68 "/common/Stone";
70 69 71 "/common/Stone";
70 71 72 "/common/Stone";
72 71 73 "/common/Stone";
72 73 37 "/common/Stone";
37 73 36 "/common/Stone";
40 52 74 "/common/Stone";
52 40 39 "/common/Stone";
54 74 52 "/common/Stone";
74 54 75 "/common/Stone";
56 75 54 "/common/Stone";
75 56 76 "/common/Stone";
56 62 76 "/common/Stone";
62 56 58 "/common/Stone";
2 77 78 "/common/Stone";
77 2 1 "/common/Stone";
24 78 77 "/common/Stone";
78 24 28 "/common/Stone";
}
}

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 Post subject: Re: Exporters topic
PostPosted: Sun Jul 11, 2010 4:19 pm 
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what doesn't work now? that looks about right!

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 Post subject: Re: Exporters topic
PostPosted: Sun Jul 11, 2010 6:08 pm 
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post the error message


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 Post subject: Re: Exporters topic
PostPosted: Sun Jul 11, 2010 6:09 pm 
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the tcol file needs to be called testa.tcol

OR

you have to put colMesh="whatever_its_called.tcol" in the class definition in the lua

the latest exporters have a feature where if you put tcol_ in front of your mesh in max, then this will be stripped off when exporting a tcol, making it easier to export graphics / collision mesh with the same name


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 Post subject: Re: Exporters topic
PostPosted: Mon Jul 12, 2010 11:27 am 
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@ JostVice, is it when you open the program, or when you start recording?

you could allso try reinstalling the app ;) i dunno if that would help ;) otherwise, try to run the program in a VM, from there you could make the tut (Vbox has a 3D support for FREE)

i hope it helps :)

@Dennis,

could you please put that much code in a spoiler, it keeps the forum nice and clean :)


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 Post subject: Re: Exporters topic
PostPosted: Sun Sep 05, 2010 12:07 pm 
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i got a question about the exporting

i wanna make the LUA for the engine to load a object, but well, i have no clue what to put in the lua file :')

can someone help?


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 Post subject: Re: Exporters topic
PostPosted: Sun Sep 05, 2010 3:46 pm 
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you can check the existing lua files like urban and playground, there is also a tutorial here
viewtopic.php?f=3&t=106

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 Post subject: Re: Exporters topic
PostPosted: Sun Sep 05, 2010 4:18 pm 
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I have a problem with installing the export scripts into 3d max 2010 and 2009. I copy't the folder scripts and ui from:
''C:\progam files\grit\exporters\3Dmax"
and paste it in:
"C:\Program Files\Autodesk\3ds Max 2010" (64 bit)

getting Windows message: Confirm Folder Replace. yes, yes to all, no, cancel. I prest yes to all.

Now the weard ting is, I can see the exporters in 3d max by: Customize, Customize use interfase..., in that popup by Category I can see grit tools and the 3 tools:

grit .mesh/.skeleton exporter
grit .tcol exporter
grit mapping helper

but when i press load:

Image

how come? and how do I solve this problem?


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 Post subject: Re: Exporters topic
PostPosted: Sun Sep 05, 2010 4:50 pm 
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that Load button is to load a list of scripts or something, not related with opening the script i think

just grab the icons and put them at the main toolbar, then click them :)

by the way don't be afraid to use big images we will have a image resizer soon

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 Post subject: Re: Exporters topic
PostPosted: Sun Apr 29, 2012 1:43 pm 
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update your map.ms script, i've added experimental light export support: Omni lights and free spotlight

Right now lights have to be childs of some object, probably selecting the lights while exporting normal classes will result on error... so select only the lights when you want to export the lights :D

Need someone to try, i'm not sure about the range and the rotation settings. I used the light's decay for the range setting, using the inverse square, but i'm not sure.

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 Post subject: Re: Exporters topic
PostPosted: Wed May 30, 2012 1:26 pm 
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Update again, spotlights rotation working correctly. the range could need some little fixing, but it works. now i want to see grit nights full of rainbows!

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 Post subject: Re: Exporters topic
PostPosted: Tue Feb 19, 2013 9:22 pm 
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Spark has updated the 3D Max exporter so you can now export multiple objects from max as one final .mesh

To do this just link your objects to a dummy, and export the dummy.

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 Post subject: Re: Exporters topic
PostPosted: Wed Feb 20, 2013 5:48 pm 
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Works well apart from a face normal issue I encountered. It would be great if more of us did test that functionnality really.

It would mean we'd find out a solution quicker.


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 Post subject: Re: Exporters topic
PostPosted: Thu Feb 28, 2013 11:07 pm 
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Ok, to come back on this issue, it was fixed by Spark last week. The exporter seemed steady since.


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