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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2017-11-30 19:52
by B4rr3l
blender also has a remove doubles feature that works perfectly for this without changing the original smoothing (no need to weld) I was wondering if we can find something similar for max, cause welding most of times make small mistakes hard to notice out of the game.
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2017-12-09 18:12
by Outlawz7
OG lod creator seems to go for Auto background color every time when I untick it and pick a color instead.
edit: or seems to break and goes for black color background.
edit2: background always black no matter if Auto or color picker for me.
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2017-12-31 00:32
by CaptMiller
Hi, I have 3dsMax 2017, where I can load these tools? And how to install?
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-01-03 11:46
by cadbc
This is a very good tool, but I found a problem, In StaticObjects Import, Its UV channel seems support only in 5,But there are some StaticObjects channel is only 4,Overgrowth Objects only 2 (All of their Lightmaps are in the last channel),So when you render the lightingmap coordinates error occurs, can not be properly rendered.Can help to fix this?
Sorry my English is very bad.
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-01-09 08:16
by Outlawz7
Error when importing overgrowth
Code: Select all
rootNode = bf2mdtOps.importMeshFile fname lightmapInt s
I can't get this to work on Max 9 or Max 2016
Posted: 2018-01-16 04:13
by PuckerFactor
I appreciate the effort that has gone into this plugin, but I can not get it to work on Max 9 or Max 2016 without getting this error.
I've also noticed that the plugin ships with this code (below) in
~convert.bat . I have changed it to my appropriate directory path, but I'm confused about the "milibed.staticmesh" part of of the batch file.
Code: Select all
"D:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\bf2Materials.exe" -applyTechniques "D:\Program Files (x86)\EA Games\Battlefield 2 Dev\mods\fh2\objects\test\milibed\Meshes/milibed.staticmesh"
The code in
~convert_seprate_passes.bat ships with this code below. I have also corrected it to my mod path. Do you also need Max 9 installed if you use Max 2016?
Code: Select all
@echo off
"E:/Program Files (x86)/Autodesk/3ds Max 9/scripts/bf2/bin/release/mergeTgaColors.exe" "F:/My Documents/3dsmax/scenes/Project Reality/Statics/Afghan Compound Buildings v3/LM_Tests/Renders/Temp/" "F:/My Documents/3dsmax/scenes/Project Reality/Statics/Afghan Compound Buildings v3/LM_Tests/Renders/Temp/merged/"
echo .
echo .
"E:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\bin\extern\nvdxt.exe" -file "F:\My Documents\3dsmax\scenes\Project Reality\Statics\Afghan Compound Buildings v3\LM_Tests\Renders\Temp\merged\*.tga" -dxt1a -outdir "F:\My Documents\3dsmax\scenes\Project Reality\Statics\Afghan Compound Buildings v3\LM_Tests\Renders\Output"
The zConfig.ini ships with this code. I have edited the blue part to match my setup. The red text I've left here as an example of what I presume needs to be changed for anyone new to this (which I have done on my installation)
Code: Select all
bf2]
outModPath=[color=Red]D:/Program Files (x86)/EA Games/Battlefield 2 Dev/mods/fh2/[/color]
chkPause=false
chkDebug=false
chkFixImagePath=false
chkUsePrefix=false
chkLightmapUVs=false
rawdataDir0=/rawData/
rawdataDir1=/mods/bf2/
[color=Blue]rawdataDir2=/mods/naw_edit/[/color]
rawdataDir3=/mods/pr/
rawdataDir4=/mods/pr_edit/
rawdataDir5=/mods/pr_repo/
rawdataDir6=/mods/usidev/
rawdataDir7=/mods/usi_work/
rawdataDir8=/mods/eod_dev/
rawdataDir9=/mods/bfp2_edit/
rawdataDir10=/mods/fh2/
rawdataDir11=/mods/fh2test/
rawdataDir12=/mods/fh2_edit/
rawdataDir13=/mods/usidev/
rawdataDir14=/mods/usi_work/
rawdataDir15=
lightmaps_ddMachineNum=1
lightmaps_ddMachineOutOf=1
lightmaps_edtOutDir=[color=red]C:\Users\Lukas\Desktop\lightmapping\temp\[/color]
lightmaps_edtDirConvert=[color=red]C:\Users\Lukas\Desktop\lightmapping\output[/color]
lightmaps_edtLMSizeFile=[color=Red]C:\Users\Lukas\Desktop\lightmapping\sizes.txt[/color]
lightmaps_ddDefaultLMSetting=3
lightmaps_ddDxt=1
lightmaps_ddRenderChannel=4
lightmaps_chkRendConvertAfter=false
lightmaps_ddLodToRend=1
lmNetRend_OutDir=
lmNetRend_NumJobs=0
Bf2Batch.edtDest=
Bf2Batch.edtRawData=
I still can't get it to export a bundledmesh. The
poe2_0.30a plugin seemed to work fine on Max 9 but I would really like to use Max 2016.
Any ideas?
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-01-19 19:49
by Harmonikater
Sounds like missing permissions. With newer version standard users often don't have permission to modify the max folder, so either make sure you give your user proper access to the max folder or run max as admin.
As for the contents of the config/bat files, it's not actually necessary to change those manually, as the config is updated automatically if you change it in the exporter dialog, and the bat files are just temporary helpers that get overwritten whenever they're needed.
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-01-21 04:06
by PuckerFactor
Thanks for the reply Harmonikater. I got it to work in 2018 and 2016 running Max as admin. I've exported a simple bundledmesh in 2018 with no problems. I'm currently working on a fairly complex AS-90 mobile artillery vehicle for the NAW game. I'll let you know how the tools cope in Max 2018.
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-01-29 21:30
by Harmonikater
I fixed some bugs during object import for lightmapping. Wasn't really breaking anything, was just unnecessarily slowing the import down. New version should reduce the import time a bit. Just imported a 1800 objects StaticObjects in 2 minutes, (thought eh 13k OG still took 30 minutes).
I was also about to post a abbreviated tutorial on the updated lightmapping tutorial and on the available custom configuration options but my browser fucked me over and now I have to write it again...
There's still one quality issue I have with the combined lightmap process, maybe someone here has a bright idea for that:
For object lightmaps, I both want the terrain casting shadows and not casting shadows...
What I mean is that things like hills, cliffs, etc. should of course cast shadows onto nearby objects. A hut in a valley should receive no sunlight. On the other hand I don't want the terrain immediately around the static to cast a shadow on it, especially where the static and the terrain meet, to prevent any shadows on the "underground" part of the static to receive terrain shadows which might pixel-bleed through to the visiable above-ground part. My current approach is to simply flip the normals of all terrain polys, so that light can reach the "underground" parts of statics, but is unable to "exit" a mountain or cliff again. This works fine for the green Sunlight, but for the blue channel, more specifically the skylight, even with inverted normals, the terrain is still casting ambient shadows onto the object's lightmaps.
Example:

Green channel is as it should be, working with the inverted normals, but blue channel is darkened in those areas where the trench skirt goes beneath the (inverted) terrain.
A obvious Solution would be to render green and blue channels separately with and without terrain respectively, but doing an additional render and having to combine the textures will add quite a penalty to the required render times, so I'd very much like to avoid that and keep it all in one render.
Any ideas?
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-01-30 05:32
by B4rr3l
Harmonikater wrote:I fixed some bugs during object import for lightmapping. Wasn't really breaking anything, was just unnecessarily slowing the import down. New version should reduce the import time a bit. Just imported a 1800 objects StaticObjects in 2 minutes, (thought eh 13k OG still took 30 minutes).
I was also about to post a abbreviated tutorial on the updated lightmapping tutorial and on the available custom configuration options but my browser fucked me over and now I have to write it again...
There's still one quality issue I have with the combined lightmap process, maybe someone here has a bright idea for that:
For object lightmaps, I both want the terrain casting shadows and not casting shadows...
What I mean is that things like hills, cliffs, etc. should of course cast shadows onto nearby objects. A hut in a valley should receive no sunlight. On the other hand I don't want the terrain immediately around the static to cast a shadow on it, especially where the static and the terrain meet, to prevent any shadows on the "underground" part of the static to receive terrain shadows which might pixel-bleed through to the visiable above-ground part. My current approach is to simply flip the normals of all terrain polys, so that light can reach the "underground" parts of statics, but is unable to "exit" a mountain or cliff again. This works fine for the green Sunlight, but for the blue channel, more specifically the skylight, even with inverted normals, the terrain is still casting ambient shadows onto the object's lightmaps.
Example:

Green channel is as it should be, working with the inverted normals, but blue channel is darkened in those areas where the trench skirt goes beneath the (inverted) terrain.
A obvious Solution would be to render green and blue channels separately with and without terrain respectively, but doing an additional render and having to combine the textures will add quite a penalty to the required render times, so I'd very much like to avoid that and keep it all in one render.
Any ideas?
render blue channel without the statics? I lost big guides on the html, I always write in word pad now. Thank you again for all the work you being doing, I hope youdon't give up on that updated tutorial, can't wait to try it by myself.
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-02-08 04:23
by B4rr3l
Hey guys any clue on how to solve this:

Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-02-09 13:45
by Mineral
I got no solution for the lightmap bleed really Harmonikater. I'm about to do another map so I'll let you know if I come across any issues again

Although one thing that I always found was that your OG loading makes the viewport and general 3dmax extremely slow. Where as our old method of loading them in as static and replacing them with instanced versions of a proper version with alpha textures worked rather smooth. Is your version not using instances? Is each tree a unique version instead of an instance? Maybe that's a reason why it's so slow.
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-02-10 14:36
by Harmonikater
That was indeed a bug introduced when I didn't merge in Mats' updates to the import correctly, resulting in existing instances not being found. (Should be) Fixed and tested in 0.46
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-02-13 14:17
by Outlawz7
Downloaded latest, can't load static objects for LM:
-- Unable to convert: undefined to type: FileName
local f2 = fopen(foundPath) "rb"
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-02-13 17:46
by Mineral
I get the same crash on multiple maps with the new version. Doesn't happen on the old version.
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-02-13 19:48
by Harmonikater
Eh, regression on my end. Link on first page is updated.
Maybe I should get some CI going...
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-02-14 15:06
by Outlawz7
Render Selected Objects doesn't work. If it works on your end or someone elses it might be me as I replaced the Max tools with an older version in between to bypass the issue with loading staticobjects.con.
return objName + "=" + (geomNum as string) + (lodNum as string) \
>> MAXScript Rollout Handler Exception: -- No ""+"" function for undefined
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-02-14 17:02
by Harmonikater
That indeed looks like a backwards-compability issue if the statics were loaded with older tools. I updated link on first page, with the old solution as backup, see if that works. (The change in behavior is in order to have lightmaps named after their geometry, and not their template name, as discussed.)
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-02-14 17:55
by Outlawz7
Oh right, then disregard.
Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Posted: 2018-02-15 18:27
by Outlawz7
Used latest, new scene and imported statics (worked fine) and rendered two:
