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cj2000

R* RW IO for max

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cj2000

The new version is avaible here.

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cj2000

Going to worck on breakable model, the materials there will be broken by smoothgroup. I know this can sound like not a good solution, but since smoothing play no role for breakable models, can use it for other goals.

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cj2000

OK breakable models can now be splited by smooth groups, also have added suport for ipl:

 

3b1cd9933af9.png

 

It is posible to add interior value for VC and SA models and LOD for SA ones, also a copy with exact the same name can be created.

 

75387294daa0.png

 

By presing that LOD button the LOD model can be selected in the scene. The new version can be downloaded here.

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RestractPrime

this is so amazing ! , i'm so thankful for this scripts , you make my work more easier for mapping :) 

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cj2000
Posted (edited)

Fixed ipl exporter is avaible here.

When exporting ipl, you´ll be asked to select the corresponding ide file, the ipl will be exported to the same folder as this ide and have the same name. If use generic is selected you´ll be also asked to select the folder with generic ide files. Only models defined in any of the ide files will be exported to ipl.

Edited by cj2000

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cj2000
Posted (edited)

OK some progress with collision:

 

47f3cc4b385b.png

 

df510cda1848.png

 

a20002d5b7b8.png

 

GTA III/VC collisions can now be imported to max and import of SA collisions should be implemented soon.

 

The script can import all collisions from a single col file and can write multiple number of collisions to a single col file.

 

Edited by cj2000

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cj2000

Started reworcking my interface for dff/bsp Import:

 

514ac97b2df6.png

 

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cj2000

Added some new feature for 2dfx particle:

 

444729e24a4e.png

 

so you can select from a list of standard SA particle names:

 

cabf27c40816.png

 

Also some progress for worcking with collisions:

 

d7d61062e6b3.png

 

Collisions can now be imported from both col and dff. Also mutiple number of collisions can be exported to a single col file. Befor exporting the COL version can be selected. Presing "Make Collision" makes an editable mesh collision or shadow mesh, as only such meshes can be exported to col format. "Assign Material" should alow to set collision Material for collision objects like spheres, boxes or meshes:

 

f1fb9ed75753.png

 

9f7a54eae6ce.png

 

As can be seen on the pics, both SA and VC materials are suported.

 

 

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RestractPrime

Great Improvement !

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cj2000
Posted (edited)

All this new stuff is now avaible. The easiest way to use it is just start the controler script.

Edited by cj2000

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gold_fish

@CJ 2000 , your script can export col Box  and coll sphere, am I right?

Edited by gold_fish

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cj2000
On 9/2/2019 at 3:48 PM, gold_fish said:

@CJ 2000 , your script can export col Box  and coll sphere, am I right?

Yep, and even more, it can export multiple number of col boxes and spheres and even a col mesh, just need to link all that objects to a col model node. For COL3 format an additional shadow mesh can be exported.

The script can even export multiple number of collision models so no need to use coleditor for puting that models together.

Edited by cj2000

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_onyx_

привет CJ, у меня такой вопрос как юзать "Create breakable"?
точнее вобще можеш написать хоть какоето руководство по использованию скрипта

мы с голд фишем не можем разобратся, слишком замороченно

и просьба, напиши по русски ответ)))

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cj2000
3 hours ago, _onyx_ said:

привет CJ, у меня такой вопрос как юзать "Create breakable"?
точнее вобще можеш написать хоть какоето руководство по использованию скрипта

мы с голд фишем не можем разобратся, слишком замороченно

и просьба, напиши по русски ответ)))

Вообще то сам "Create breakable" работает довольно просто, выбираешь меш, для которого надо создать "breakable" модель и нажимаешь кнопку, если мешь имеет координаты текстур и прилиты, а так же не является сам уже "breakable" моделью, то создаётся копия этого меша прикреплёная к самому мешу и с маркировкой, что это "breakable" модель для экспорта. В "breakable" модели ты можешь разбивать полигоны с помощью smoothing group.

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cj2000

The collision scripts had some buggs, which were fixed and the improoved scripts should be avaible soon.

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cj2000

New version avaible here.

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Om Gp

whether this script is fully functional in 3ds max 2012 x86 (64bit) ?

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cj2000
On 11/6/2019 at 4:05 PM, Om Gp said:

whether this script is fully functional in 3ds max 2012 x86 (64bit) ?

It should be, but never tried it myself.

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