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Commercial License
Commercial License

Joined: Thu Feb 21, 2008
Posts: 513
Location: Udine
PostPosted: Tue Apr 14, 2009 8:16 am 
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A little off topic suggestion.
Why don't you put this log on a blog?
If each betauser's post is commented has more than one page of comments, it will become soon difficult to find betauser's development updates among forum users' comments.
Instead, if you create a blog, users will able to comments your posts, but they will be easily readable.

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Indie License
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Joined: Thu Nov 15, 2007
Posts: 1567
PostPosted: Tue Apr 14, 2009 11:53 am 
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Ivan can lock the thread if he wish, that's not a problem.

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Max2NeoAxis Exporter!
 
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Joined: Thu Feb 21, 2008
Posts: 513
Location: Udine
PostPosted: Tue Apr 14, 2009 12:09 pm 
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Yes, but in that case comments could not be posted. The blog should be a way to have both 'readability' and comments.

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PostPosted: Tue Apr 14, 2009 12:49 pm 
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Ye you are right on this :D

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Joined: Wed Oct 11, 2006
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Location: Kazan
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PostPosted: Sat May 02, 2009 3:20 am 
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Hi!

Some info about NeoAxis development.

I have finished 3ds Max Exporter.
It is working good.
Rabbit.max likes it. :-).

Next features are already done:

- Mesh export
- Material export (high level materials)
- Supported properties of 3dsMax materials for maps: Diffuse Color, Specular Color, Self-Illimination
- Texture export (Autiomatic converting to JPG, PNG, TGA, DDS-DXT1, DDS-DXT5)
- Skeleton animation (supports the Skin modifier)
- 3dsMax Multi-material support
- Vertex colors
- Normals and tangent vectors
- Multiple texture coordinate channels
- Edge list generation


You can download and test it.

Link for download:
www.neoaxisgroup.com/private/NeoAxisEng ... 5_2009.rar

Comment please about bugs and features which you want.
PS: NormalMaps currently are not supported, but planned.

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Ivan Efimov.
Founder of NeoAxis Group Ltd.
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Joined: Tue Nov 11, 2008
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PostPosted: Sat May 02, 2009 3:29 am 
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On object selection, Multiple files would be nice . . .

I'm liking how you can organize the exported materials, textures and meshes into common files in the Data folder. That's excellent.

Please:

Need support for Physique
Need support for Lightmaps (make the channel user selectable maybe. I use "Glossiness" in my script)
Need support for automatic Type generation

Okay, overall it's great. Nice work! It would be nice to have automatic type generation. I know there are several types that can be made, but at least the MapObject would be great.


Last edited by Dave on Sat May 02, 2009 3:45 am, edited 1 time in total.


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PostPosted: Sat May 02, 2009 3:41 am 
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First "bug". (Not really a bug per se, but it can cause an issue) The exported materials cannot have the same name twice. So if you make any changes and re-export say to another location, then the Resource editor will not load due to the multiple material definitions.

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Joined: Mon Jan 05, 2009
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Location: Belgrade
PostPosted: Sat May 02, 2009 11:10 am 
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What other features will be in the 0.81 except the Max exporter?

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Arilienta (Our NA Game)
 
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Joined: Tue Sep 16, 2008
Posts: 1264
Location: Imatra
Country: Finland (fi)
PostPosted: Sat May 02, 2009 11:15 am 
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Dave, why physique modifier? That thing is so outdated and obsolete because of the skin modifier.

Last time physique modifier was updated was Studio Max 3.0 if I recall correctly.
Skin can do everything that the physique can, but is more correct, has additional features and is easier to handle.

 
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PostPosted: Sat May 02, 2009 5:27 pm 
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I use it because Physique works well and editing envelopes is way easier than Skin. I've been using it since R3. It is still included in Max whether it's updated or not. This is why I request support for it.

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Joined: Fri Jul 25, 2008
Posts: 47
Location: Saint-Petersburg
PostPosted: Sat May 02, 2009 7:43 pm 
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I have conflicts with the majority of my plugins. I use the plugins from Crysis - Crytools - to create moeego project at Crysis, also I use oFusion for Neo. Many have other plugins. For me, absolutely not acceptable to remove them. They want me to work.
---

У меня конфликтует с большинством моих плагинов. Я пользуюсь плагинами от Crysis - Crytools - для создания моеего проекта на Crysis, также пользуюсь oFusion'ом для Neo. Много ещё других плагинов. Для меня абсолютно не приемлемо их удалять. Они мне нужны для работы.

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Joined: Wed Oct 11, 2006
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PostPosted: Sun May 03, 2009 7:51 pm 
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Thanks for comments.

Quote:
Need support for Physique
Need support for Lightmaps (make the channel user selectable maybe. I use "Glossiness" in my script)
Need support for automatic Type generation

I not like Physique too, because it is obsolete.

I plan add lightmaps support in the future. Really good.
Btw source code of exporter will be added to Commercial License. You will can upgrade it how you want.

I am not like to add entity type generation, because usually we need set alot of additional properties for types. I think is not not logically to have opportunity set properties by two ways in this case.

Quote:
What other features will be in the 0.81 except the Max exporter?

- Optimizations for particle systems and animations. Not visibled on the screen particles and animations can be suspended.
- Optimizations for attached meshes MapObjects which are not moveable (static MapObject's like StaticMesh)
- Integrated texture convertion tool in the Resource Editor.
- Terrain FFP support. one first textured layer.
- PhysicsSystem: Ability to add custom shapes and joints
- Mesh.SkeletonName property in the Resource Editor
- and other not big features and bug fixes

Maybe also automatic geometry batching will be added for MapObject's and StaticMeshes. Less amount of DIPs.

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Ivan Efimov.
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PostPosted: Sun May 03, 2009 8:10 pm 
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Quote:
I not like Physique too, because it is obsolete.


That would be fine if you were my character rigger. But you are not.

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Joined: Mon Jan 05, 2009
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PostPosted: Sun May 03, 2009 8:14 pm 
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Those optimizations are minor ones but i still like it :)
And if automatic geometry batching is implemented :D (we still need those major ones but every optimization is welcome!)
And Dave its not Ivan's fault that you are using outdated and obsolete methods...

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Joined: Mon Nov 06, 2006
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PostPosted: Sun May 03, 2009 8:53 pm 
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Posted: Yesterday at 4:20 am Post subject: (No subject)
Hi!

Quote-Some info about NeoAxis development.

I have finished 3ds Max Exporter.
It is working good.
Rabbit.max likes it.
Unquote

1 question, which 3ds Maxes does this work on?

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