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Joined: Wed Oct 11, 2006
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Location: Kazan
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PostPosted: Sun May 03, 2009 9:10 pm 
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3dsmax 9, 2008, 2009 and 2010.

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Ivan Efimov.
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PostPosted: Sun May 03, 2009 9:37 pm 
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NVM

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~Dave
 
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Joined: Tue May 13, 2008
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PostPosted: Tue May 05, 2009 1:20 pm 
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Quote:
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


can these changes increase the fps ?

 
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PostPosted: Tue May 05, 2009 3:45 pm 
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Ye of course: less batches, less "dead time" for graphic board :)

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Max2NeoAxis Exporter!
 
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PostPosted: Tue May 05, 2009 4:04 pm 
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I have a request already: when you export, the material name for a multisubobject material is exported as material_1/volca_stonewall_01.
This is not nice because if I make materials by hand in NA then I have to take off the material_1 string everywhere everytime.

If it's not possible to strip it away (but I couldn't see why) then at least replace the / with a - so that the name can be made straight in NA.

Why should I make materials straight in NA?
Actually I think that fine tuning in the engine is still the best solution for materials, and setting them up well in Max and then fine tune in NA is only double work IMHO, I just prefer to go straight in NA.
Also, if you make the materials in Max, export, then fine tune some material in NA, and then reexport, you of course lose any change you made in NA...

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PostPosted: Tue May 05, 2009 4:09 pm 
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Uhm, I just noticed that you CAN actually name a material in NA like "material_1/volca_stonewall_01", automatically the filename will be named "material_1_volca_stonewall_01".

So, that's ok for me... at the moment.
But this may lead to other problems/complications if you want to program a fallback system for shaders: you will have to automatically replace in all materials the / with the _ for filenames!

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PostPosted: Tue May 05, 2009 4:18 pm 
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There's a bug, I think it's material related.
When I export more than one object from my map it always say that there is some duplicated key or similar.
The export works anyway, the second object is exported but if I add 3 then only the second is exported.
I tried with different objects.
Ivan if you want the full error message just tell me.

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PostPosted: Tue May 05, 2009 7:50 pm 
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And there is a problem with the tex. coords when exporting a skinned mesh like the Rabbit.max with a bitmap material on is.

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Kat'Oun
 
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PostPosted: Thu May 07, 2009 1:59 pm 
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Thanks for the info.
I will fix bugs.

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Ivan Efimov.
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Joined: Sun Nov 25, 2007
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PostPosted: Fri May 08, 2009 12:25 am 
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Um.. Could you make a version that will work with 3Ds max 6 7 and 8 as well? I use Max 8 for everything.. And would need this for it.. I would like to be able to use it too.. :)

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Assault Knights:Reign of Steel
 
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PostPosted: Fri May 08, 2009 12:36 am 
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I doubt it. Ivan doesn't like to support obsolete software.

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PostPosted: Fri May 08, 2009 12:47 am 
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Quote:
Um.. Could you make a version that will work with 3Ds max 6 7 and 8 as well? I use Max 8 for everything.. And would need this for it.. I would like to be able to use it too.. Smile

I like to support all versions, but it is impossible, because this versions are not support .NET 2.0.
Exporter demands .NET 2.0.

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Ivan Efimov.
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Joined: Mon Jan 05, 2009
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PostPosted: Sun May 10, 2009 4:47 pm 
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We're nearer to the half of May, when will NeoAxis 0.81 be released?

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Updated GridPathFindSystem
Smarter AI
Arilienta (Our NA Game)
 
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PostPosted: Mon May 11, 2009 5:32 am 
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Before he goes to holidays I guess.

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PostPosted: Mon May 11, 2009 5:40 am 
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Before he goes to holidays I guess



what holidays ? how many holidays you have in EU ?

 
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