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SOASE 3dsmax importer and exporter tool - Updated for Rebellion

SOASE 3dsmax importer and exporter tool - Updated for Rebellion

We don't need no stinkin' subtitle

New (beta) exporter!

-Support for Rebellion and maybe older expansions.

-Exports to the BIN format. Imports both BIN and TXT models.

-Much, much more improved mesh processing.

-'Tangent map problems' fix. This was an error with vertex normals that weren't being flipped when the model was.

TODO:

-Add model flipping on export so modeling in max is more natural.

-Import points too, so far its just importing the mesh.

-Stuff?


New version:
http://janvanderweg.com/SOASE/SOASE_Rebellion.zip

Installation:

Extract contents of the zip, except the example model, to: ../3dsmax/scripts/

Like with the old tool, run 'SinsOfASolarEmpire_Rebellion.ms' from the utilities tab and it should appear in the dropdown box.

Model setup:

Mesh as normal. Multi material works by applying max materials to the faces you want them on.
I haven't put in any y axis = up correction stuff so ships should be pointing upwards. (check the example file)
Instead of dummies for points you'll have to apply a skin modifier and use bones. See below for more info.

Material setup:

The new model format requires 5 textures per material:
    Diffuse map  
    Data (specular, self illumination) map
    Normal map
    Displacement map
    Teamcolor map

From what I've seen so far, the last two maps (displacement and teamcolor) aren't used so you can leave them blank. The tool uses the material map name, not the assigned bitmap for export. Here's a table to see which 3dsmax map is used for what:

        SOASE material map                                         3dsmax material map
        DiffuseTextureFileName                                    diffusemap
        SelfIlluminationTextureFileName                     specularmap
        NormalTextureFileName                                   bumpmap
        DisplacementTextureFileName                        displacementmap
        TeamColorTextureFileName                              filtermap

Point setup:

Instead of dummy objects the script now uses bones. Create the bones with the correct orientation and place them where you want. Name them as required by the game. Apply a skin modifier to the ship object and add all the bones to it.

A word on normal maps:

Since the gamemesh processor takes smoothing groups into account when generating vertex normals you can use smoothing groups. If you're using smoothing groups make sure the utility you're using to bake normals also supports them.

What is GameMesh?:

GameMesh is a max object preprocessor that calculates pretty much anything about models. It supports overly complex model setups, multiple materials, bone hierarchies for animated models, etc. It even takes smoothing groups into account!

 

 

 

 

 

 

OLD STUFF:

 

Not sure if many of you use 3dsmax but I started writing a maxscript tool that will export/import BIN/TXT soase .mesh files

Should work with most max versions since this is a maxscript tool, not a compiled one.

Current version: 2.0a

Download link:
http://janvanderweg.com/SOASE/SOASE_Maxtoolv2.0a.zip

WHATS NEW:

Lots!....
I rewrote the mesh splitting algorithm into a semi-modular meshsplitting maxscript file, splitmesh.ms
It should be a lot faster now and it supports more features such as:
-Smoothing group support
-Multitexturing support
-Much faster (I think)

Readme:
http://janvanderweg.com/SOASE/index.html

OLD INFO, still might be usefull:

Obligatory pic:
http://janvanderweg.com/SOASE/soase_pic.jpg

Installation:
Unzip the contents of the zip into your 3dsmax\scripts\ directory.

To run the script:
-Goto the utilities tab (hammer icon on the right)
-In the utilities rollout click on MAXscript
-Click on run script
-Find the SINS_Tool.mzp file and run it
-In the utility dropdown box select SOASE Maxtool
-Click on import/export

Note:
Soase uses an Y-up system. This means:
Max y = above -y = down
Max z = forward -z = back
Max x = left -x = right

Adding points:
-Use dummy objects for points, rotate them so they face in the direction you want.
-Link them to the main object. If you don't link them they will not be exported.

Materials:
-Diffuse texture uses the diffuse slot (really)
-Data texture uses the specularlevel slot
-Normal texture uses the bump slot
-Set the glossiness with the glossiness controller in the specular highlights area

Add a bitmap to each slot but don't point to an image file. Instead change the slot name to the filename:



Your final texture should look like this:

381,876 views 202 replies
Reply #26 Top
what I mean is that when I try to run the script before I import or anything of the sort it comes up with that error.
Reply #27 Top
Doesn't work with 3ds max 9. I ran the the script nothing happens(even after entering stuff in the ini file(IE directories). I go to file import(AFTER running the script) and the format isn't there I try opening the model file(.mesh right?) and poof nadda.
Reply #28 Top

can we have an export to TXT for debugging?


No problem. I'll output the debug info to a filename.txt in the same directory.


I dont know if anyone else has played with this yet, but anytime I try to run the script it ends up with an error. here it is:


--Syntax error: at ),, expected ]
-- In line: texture.v_diffuse=[1.0,1.0,1.0,1.0]
-- In file: mzp.run in patckage C:\3dsmax\scrips\SINS_Tool.mzp



Did you change anything in the script? Bad download? It works fine here. Which max version are you using?


Doesn't work with 3ds max 9. I ran the the script nothing happens(even after entering stuff in the ini file(IE directories). I go to file import(AFTER running the script) and the format isn't there I try opening the model file(.mesh right?) and poof nadda.


This is a script, not a plugin. It won't show up in file->export. As I said in the OP you have to run it in the utilities tab...

You don't have to change anything in the ini file. It changes that automatically when you import/export files. It's there so you don't have to navigate to your mesh directory everytime you use it.
Reply #29 Top

can we have an export to TXT for debugging?


-- Added debug options for export. Dumps debug data into a txt file alongside the exported model.

http://janvanderweg.com/SOASE/SOASE_Maxtoolv1.1.zip

Reply #30 Top
I am running Max 5. The original worked, but when i went and downloaded the new version (before debug) it said that there was that error. And I downloaded it 6 separate occasions just to make sure. Same error each time.

And I just downloaded the one with Debug, still have the error.
Reply #31 Top
max 8 seems to flip the model normals inside out, I got it to export correctly after changing this on the model, but it looks like they are pointing the wrong direction. I haven't tried adding emitters. (really hope you get multitexturing to work soon!)
Reply #32 Top
Hmm, I just tried it and I cant seem to import any meshs. I click import, go to where the mesh files are (In this case the ones from the temp forge tools) and click a model. I go ok and nothing happens. It just goes back to the max screen with no errors.

In the command line it says

TXT Types unsupported in this version.
Invalid header, aborting. sorry ;'(

Running Max 9 32Bit.
Reply #33 Top




can we have an export to TXT for debugging?


No problem. I'll output the debug info to a filename.txt in the same directory.


I dont know if anyone else has played with this yet, but anytime I try to run the script it ends up with an error. here it is:


--Syntax error: at ),, expected ]
-- In line: texture.v_diffuse=[1.0,1.0,1.0,1.0]
-- In file: mzp.run in patckage C:\3dsmax\scrips\SINS_Tool.mzp



Did you change anything in the script? Bad download? It works fine here. Which max version are you using?


Doesn't work with 3ds max 9. I ran the the script nothing happens(even after entering stuff in the ini file(IE directories). I go to file import(AFTER running the script) and the format isn't there I try opening the model file(.mesh right?) and poof nadda.


This is a script, not a plugin. It won't show up in file->export. As I said in the OP you have to run it in the utilities tab...

You don't have to change anything in the ini file. It changes that automatically when you import/export files. It's there so you don't have to navigate to your mesh directory everytime you use it.





Please do us all a favor and learn to read.

And thank you shadow for actualy being helpful
Reply #34 Top
I just ran the script in Max 7, and it works perfectly... but I would prefer not to have two installs of Max on my computer
Reply #35 Top
Theres a reason why theyr called max 9 and max 7.
Reply #36 Top

Theres a reason why theyr called max 9 and max 7.


you don't say? I never would have figured that without your wonderful deduction, Thanks! You are being asinine, I was informing the creator of this script of where it works, and where it doesn't, as is the rest of the people posting

EO
Reply #37 Top

I am running Max 5. The original worked, but when i went and downloaded the new version (before debug) it said that there was that error. And I downloaded it 6 separate occasions just to make sure. Same error each time.

And I just downloaded the one with Debug, still have the error.



I just ran the script in Max 7, and it works perfectly... but I would prefer not to have two installs of Max on my computer


Weird. Could be something that max5 doesn't have. I'll try and make a new version for you.


max 8 seems to flip the model normals inside out, I got it to export correctly after changing this on the model, but it looks like they are pointing the wrong direction. I haven't tried adding emitters. (really hope you get multitexturing to work soon!)


Did you at some point mirror the model during creation? If so max doesn't just flip the mesh it also flips the transform matrix and triangle order. Applying a Reset XForm usually fixes this.


Hmm, I just tried it and I cant seem to import any meshs. I click import, go to where the mesh files are (In this case the ones from the temp forge tools) and click a model. I go ok and nothing happens. It just goes back to the max screen with no errors.

In the command line it says

TXT Types unsupported in this version.
Invalid header, aborting. sorry ;'(

Running Max 9 32Bit.


The models from the temp forge tools are all in plain text. The importer only works with binary files atm. Working on TXT format import.

Bubb9:

I use max9 32bit as well and don't have any problems. Are you trying to open a TXT format file?

Just to make sure, this is what you see right?

Reply #38 Top
Ah, ok. I will try loading the binary mesh versions. Didnt realize that when I was loading the models. Will have to try this when I get home today.
Reply #39 Top
It's amazing that max would keep all of the xform changes seperate even if it was a mirrored mesh that was rewelded to its copy and then the stack collapsed, but yep xform reset fixed it.
Reply #40 Top

Bubb9:

I use max9 32bit as well and don't have any problems. Are you trying to open a TXT format file?

Just to make sure, this is what you see right



I don't see that I go to MAXScript(there is no 'utilities') I do run script I click on the mzp file nothing pops up I click file import no new formats.
Reply #41 Top

It's amazing that max would keep all of the xform changes seperate even if it was a mirrored mesh that was rewelded to its copy and then the stack collapsed, but yep xform reset fixed it.


If you don't weld it in the correct order it uses the xform of the mirrored object.


I don't see that I go to MAXScript(there is no 'utilities') I do run script I click on the mzp file nothing pops up I click file import no new formats.


Reply #42 Top
Ah that would explain it then thank you.

Edit: Could you include a more detailed tutorial on importing the textures?
Reply #43 Top
EDIT: Dont mind this post, I didnt realize last night that I needed to copy all of the textures when I made the new mod.

A pic of the progress:

EO
Reply #45 Top
sorry for the double post, but is there going to be a chance of a support for multiple textures and multiple mesh pieces?

EO
Reply #46 Top

sorry for the double post, but is there going to be a chance of a support for multiple textures and multiple mesh pieces?

EO


Hooray it works! \o/ Multitexturing should be done soon. Just thinking of the best way to implement it.
Reply #47 Top
yeh it works perfectly. The only downside, like i said is the no support for multiple textures and multiple mesh parts. But hopefully you will have it sorted out soon, so I can wait, hehe.

EO
Reply #48 Top
I don't understand how you get them textures working(that tutorial up at the top is not very helpful). I cant even get one to show up.
Reply #49 Top
here is what you do, apply to the texture to the mesh, make sure that you set the UVs where you want. Now delete the textures. ok now start fresh by clicking the button that asks you what type of texture you want, select bitmap, but dont select the DDS texture. instead hit cancel, and it will take you to the same screen as normal but it will say none in the box. now rename the material name to that of the texture, for instance mine was fbattle.dds and then apply it to the model, and then add in your points, make sure they are linked to the mesh and export. then make sure you have the textures in the mods directory under Textures, but if you do that, be sure to copy ALL of the textures for the game.

EO
Reply #50 Top
How is the exporter handling the max smoothing groups? I am getting the same output regardless of if I put 0 degrees or 90 degree smoothing.