Doubleshadow's 3dMax import scripts!
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Doubleshadow's 3dMax import scripts!
Great news for X2 graphics modders!
Doubleshadow, our X2 tools wizard from the Czech Republic has done it again! We now have a very powerful MaxScript that can be used to import X2 parts AND ship scenes into 3dMax 5, 6, 7, and GMAX 1.2.
This is a replacement for the original MaxScript developed by Altor, but is a completely original work. This tool is based on the research Doubleshadow did when he created the BOB Compiler, and uses the same logic to process the BOD files.
I have extensively tested this very powerful tool, and it does everything you could ask for.
1. When importing parts, the X2 BOD Importer will accurately import parts with complete texture mapping (color, bump, reflection, self-illumination) as well as all relevant parameters (e.g. Opacity). More importantly, the long standing problem of incorrectly sized parts has been solved...all parts are correctly sized on import. No more hassle trying to get a part to scale properly on export.
2. You can now import a complete ship scene in a single operation! (Waits patiently for the applause to die down...) This incredibly powerful feature will read a ship scene file, and import all parts associated with it. Wait...it gets better! All the parts are correctly positioned and rotated as per the scene file! For example, you can import the Argon Nova, and have the entire thing sitting there in 3dMax...complete with attitude jets, position lights, etc...which you can then alter in whatever way your black twisted little mind desires!
Oh, yeah...this puppy also works with GMax (woah!), although there is currently no way to export things back into X2. Currently the Egosoft supplied DLL's are only available for 3dmax 5 & 6.
...'Nuf said! If you are into modding the graphics of X2, and have access to a copy of 3dMax, you really need to have this tool.
You can get it here: http://www.doubleshadow.wz.cz/x2bi
Doubleshadow, our X2 tools wizard from the Czech Republic has done it again! We now have a very powerful MaxScript that can be used to import X2 parts AND ship scenes into 3dMax 5, 6, 7, and GMAX 1.2.
This is a replacement for the original MaxScript developed by Altor, but is a completely original work. This tool is based on the research Doubleshadow did when he created the BOB Compiler, and uses the same logic to process the BOD files.
I have extensively tested this very powerful tool, and it does everything you could ask for.
1. When importing parts, the X2 BOD Importer will accurately import parts with complete texture mapping (color, bump, reflection, self-illumination) as well as all relevant parameters (e.g. Opacity). More importantly, the long standing problem of incorrectly sized parts has been solved...all parts are correctly sized on import. No more hassle trying to get a part to scale properly on export.
2. You can now import a complete ship scene in a single operation! (Waits patiently for the applause to die down...) This incredibly powerful feature will read a ship scene file, and import all parts associated with it. Wait...it gets better! All the parts are correctly positioned and rotated as per the scene file! For example, you can import the Argon Nova, and have the entire thing sitting there in 3dMax...complete with attitude jets, position lights, etc...which you can then alter in whatever way your black twisted little mind desires!
Oh, yeah...this puppy also works with GMax (woah!), although there is currently no way to export things back into X2. Currently the Egosoft supplied DLL's are only available for 3dmax 5 & 6.
...'Nuf said! If you are into modding the graphics of X2, and have access to a copy of 3dMax, you really need to have this tool.
You can get it here: http://www.doubleshadow.wz.cz/x2bi
Last edited by DeadlyDa on Thu, 21. Jul 05, 15:08, edited 1 time in total.
It... It... works prefectly!?! I successfully exported a box and used that russain BOD-Looker-at-er program and it exported correctly!
Now I just need to get textures and maybe LOD to work and you'll see some of my space craft in X2.
This, plus the exporter, plus the BOB decompiler, is invaluable. Plus add Doubleshadow's X2 Editor and CheckerTwo's OBJ editor you can add any new ship you want!
W00t!
[ external image ]
Now I just need to get textures and maybe LOD to work and you'll see some of my space craft in X2.
This, plus the exporter, plus the BOB decompiler, is invaluable. Plus add Doubleshadow's X2 Editor and CheckerTwo's OBJ editor you can add any new ship you want!
W00t!
[ external image ]
10,000 Lightyears of awesomeness
- Tsar_of_Cows
- Posts: 9966
- Joined: Sat, 31. Jan 04, 14:38
- Earthpilot
- Posts: 917
- Joined: Sun, 23. Feb 03, 19:43
Impressive!
But i have a question:
How are the - let me call it "secondary scenes" handled?
e.g. the Paranid door at the Zeus.
With Altors Importer only the body featured in the scene file was imported
(in this case the entry tunnel). The doors themselves were not.
Is that considered in this importer?
But i have a question:
How are the - let me call it "secondary scenes" handled?
e.g. the Paranid door at the Zeus.
With Altors Importer only the body featured in the scene file was imported
(in this case the entry tunnel). The doors themselves were not.
Is that considered in this importer?
Earthpilot,
The script can only import elements that are identified in the scene file.
The doors you are speaking about are provided by animations which are apparently imbeded into the OBJ file, and linked to the part. In the case of the 10216 part (the Paranid docking facility), as well as for the standard 79 docking part, there is nothing defined in the part with which to draw the door that you actually see in-game.
The script can only import elements that are identified in the scene file.
The doors you are speaking about are provided by animations which are apparently imbeded into the OBJ file, and linked to the part. In the case of the 10216 part (the Paranid docking facility), as well as for the standard 79 docking part, there is nothing defined in the part with which to draw the door that you actually see in-game.
- Dragon_Lord
- Posts: 27
- Joined: Tue, 9. Mar 04, 00:22
Dragon_Lord,
While there are never any promises in this game, I do know that creating the export side of the script is on Doubleshadow's "radar". He certainly has the knowledge and understanding to create it.
Also, I would imagine that once X3 comes out, our friends at Egosoft would be providing additional dev tools & doc's...hopefullt to include the Max 7 ecport DLL.
Regarding your last comment, what BOB tool are you looking for?
While there are never any promises in this game, I do know that creating the export side of the script is on Doubleshadow's "radar". He certainly has the knowledge and understanding to create it.
Also, I would imagine that once X3 comes out, our friends at Egosoft would be providing additional dev tools & doc's...hopefullt to include the Max 7 ecport DLL.
Regarding your last comment, what BOB tool are you looking for?
- Dragon_Lord
- Posts: 27
- Joined: Tue, 9. Mar 04, 00:22
- nuclear_eclipse
- Posts: 1129
- Joined: Thu, 2. Sep 04, 01:54
hi,
today tested the script with my 3dsmax7.
Import of Body files works perfectly.
But if i start to import a scene i get a "runtime error"
Than the scene will be imported and i have to restart the script to import the next scene.
So, i´m able to import the scene but somewhere is a mistake.
today tested the script with my 3dsmax7.
Import of Body files works perfectly.
But if i start to import a scene i get a "runtime error"
Code: Select all
if id <= frames[mid].id then _max=mid - 1;
Than the scene will be imported and i have to restart the script to import the next scene.
So, i´m able to import the scene but somewhere is a mistake.