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R* RW IO for max


cj2000

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9 hours ago, cj2000 said:

The problem you mentioned have not really to do with normals, but index order in a triangle. So are you shure the models you importing have corect index order for all triangles?

I have no idea honestly and wouldn't know since I don't have that much knowledge in all that geometry index stuff.

I'll let you know if I get different results with same model using RW.

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  • 2 weeks later...

Hey @cj2000 I apologise for the late news. had too much on my hands.

 

I have captured a comparison of Kam's vanilla scripts import versus The Hero's RW import. 

(Kams and RW respectively)

kams-rw-comparison.png

unknown.png

 

 

 

 

In viewport they appear just about the same strange enough. What I did to the Kam's after import was welding verts at .001 threshold to get rid of overlapping verts (problem with kam's) and reset its smoothing groups (it imports with 1 group). Welding the vertices did not cause the wrong materials to be applied to the faces, they were already applied that way before I did anything. It's worth noting that Goldfish's DFF importer has the same issue (and thus, the same issue when importing IPL with his modified MAP IO)

 

Would it be somehow possible for you to modify Kam's MAP IO script to rather than use Kam's DFF importer for the IPL import, it uses The Hero's (or yours) RW importer instead? This would solve a thousand issues (literally) because many of these material and black face issues must be fixed manually.

 

 

Edited by Tut Greco
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  • 3 months later...
On 6/6/2020 at 4:24 PM, Brookin said:

@cj2000Bug here:

Io24bCu.jpg

What exactly is the bug and how it´s related to my script?

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On 6/8/2020 at 2:51 PM, cj2000 said:

What exactly is the bug and how it´s related to my script?

That building deleted in the final version and restored by kalvin when I went to use the tool appeared the texture all buggy.

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On 6/10/2020 at 11:51 AM, Brookin said:

That building deleted in the final version and restored by kalvin when I went to use the tool appeared the texture all buggy.

I was thinking you meaning that f... up textures, but was not shure. In this case it´ll be more helpful to see how the textures looking in max itself, but I gues they are already f... up there. From what you explained I am more then 90% shure the problem was when imported. You should use nonstandard import option of my script and see if the textures are still f... up.

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  • 4 months later...
On 4/18/2019 at 7:24 AM, cj2000 said:

3b1cd9933af9.png

 

75387294daa0.png

Hey man!

Already managed to fix a texture problem, wanted to know how to create a lod models because there is no button in your scritps?

Bottons add lod and LOD etc!

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On 10/15/2020 at 10:05 PM, CleytonGames said:

Hey man!

Already managed to fix a texture problem, wanted to know how to create a lod models because there is no button in your scritps?

Bottons add lod and LOD etc!

What you mean by create a lod models? My script is just for importing and exporting, creating models is something max internal.

After taking a look at the picture you posted, your question seems to be about ipl export. So if you was asking how to export ipl line of a model with LOD, then you need to have both the model itself and its LOD, then use that LOD buton to select the LOD for the model.

Also ipl export could be dangerous, if ipl file already exist, it´ll be overwriten.

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6 hours ago, cj2000 said:

What you mean by create a lod models? My script is just for importing and exporting, creating models is something max internal.

After taking a look at the picture you posted, your question seems to be about ipl export. So if you was asking how to export ipl line of a model with LOD, then you need to have both the model itself and its LOD, then use that LOD buton to select the LOD for the model.

Also ipl export could be dangerous, if ipl file already exist, it´ll be overwriten.

Sure, how create lod it?

Edited by CleytonGames
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