mikebart 1 Posted July 9, 2009 F'ing legend S A, I cant wait to test this out :) Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 10, 2009 Nnnnniiiiiiccccceeee ! Share this post Link to post Share on other sites
Neostralie 10 Posted July 13, 2009 It would be very usefull. But, I wonder if BIS would one day explain their workflow. In somes screens of ArmA 2 we can se that they work with Maya but I've never seen a shot with O² being used... Share this post Link to post Share on other sites
armatech 8 Posted July 14, 2009 (edited) Bring it on man excelent plugin cant wait would be nice ot have arma2 paa compression included. Edited July 14, 2009 by armatech Share this post Link to post Share on other sites
bar10dr 10 Posted July 15, 2009 This looks very very good, any estimate on release? Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 17, 2009 Well im back fro holidays and can resume some work. I plan to get alot done in the coming days + researching the max sdk on what i can do with c++ in terms of file import/export and new tools. I cant wait to have a go at the material editor thats sitting in my mind. But its going to be later as BI releases more info on the shaders. Share this post Link to post Share on other sites
rocket 9 Posted July 22, 2009 Just wading in to say that I am looking forward to seeing the output from this, as I do the vast majority of my modeling in 3ds Max 2009. I believe this could cut down the time it takes me to produce a model by many weeks if not months! Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 23, 2009 A little video to show how it works :) Ive already started packing more features before release that you dont see in this video. http://www.sparrowstudio.net/armavdv/toolbox/preview.html Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 23, 2009 Cool Video, Cool Tool Share this post Link to post Share on other sites
mikebart 1 Posted July 23, 2009 brilliant work, very nice user interface too, thanks alot for making this Share this post Link to post Share on other sites
roberthammer 582 Posted July 23, 2009 Great tool , i like it :) Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 24, 2009 todays fruits of labour: added ambient occlusion baking tools. Fast and efficient. Select the unwrapped object, tweak easy to understand settings (any color + two presets:black/white and pink/white (pink white ambient files are used in ArmA2 rvmat files as ambient occlusion)), select file to save to and voila with instant viewport preview if you choose. Share this post Link to post Share on other sites
Fortran 1 Posted July 24, 2009 (edited) Fantastic work! Aside from the cfg setup which is a real timesaver I was thrilled to hear you say that you would also be adding the ability to set Memory points, adding them in 02 and trying to get them absolutely spot on for perfect clean animations can be a real pain in the butt, especially with the archaic UI and translation/rotation tools of 02. To be able to snap to vertex or edge using max's toolset when creating memory points will make like infinitely easier. Many thanks for creating this, can't wait for a release! Just interested, referring to this same topic how your planning for the memory points to import over into O2. Have tried a couple of times to achieve this myself, just to simplify adding the axis memory points for rotation etc inside the model so I can place them precisely in max and don't have to create them in O2. However every time I try to import a single vert into O2 I get the following warning: "no faces in mesh "meshname" cannot import this kind of object". Do you have a working method for importing the single verts (points) into O2 or what kind they should be? If so I would love to know as I could do this in max now while waiting on your great toolkit to be released. Edited July 24, 2009 by Fortran Share this post Link to post Share on other sites
Montesky 10 Posted July 24, 2009 Absolutely brilliant work !!! i cant find words for thanking it amazing tool :notworthy: Alex, have you in mind similar toolset for edit island/maps ??? Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 24, 2009 @ all Thnx for nice comments :) @Fortran Yes adding mem points in max is infinately simpler. The method i will be using is a workaround. I use helper points to set the positions then save a special file with their positions and names. T_D, a O2 scripting genious has already written a nice tool that can then be used to import these position files. While you wait you can try this method: make ur LOd in max out of verticies as you have before but make sure you mesh it (ie every vertex is connected to a face) export this mesh into O2, there select the faces and remove them, leaving just the vertecies. @Montesky Im not aware how island makers use 3ds max :S? Share this post Link to post Share on other sites
Fortran 1 Posted July 24, 2009 (edited) Ah magic thanks mate will give that a go in the meantime. Anyway keep up the great work, really looking forward to this toolkit :) Edit: works perfectly with just a simple plane, then deleting the faces and any unused verts like you suggest! thanks :) Edited July 24, 2009 by Fortran Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 24, 2009 The only thing is that you cant expot names of the vertrcies. Withe the module for my toolset you will be able to name the points fast and axis even automatically. Share this post Link to post Share on other sites
USSRsniper 0 Posted July 24, 2009 Nice video, now we know how to use the toolset before it's even released :) h The toolset as some neat features, I like how easy it is to name wheels, names them in order which you selected them. Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 24, 2009 (edited) At the first release i am going to make a series of proper vids to explain the workings of the tools. Edited July 25, 2009 by Soul_Assassin Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 26, 2009 Finilized the Memory LOD tools: a Short description: - create special points which get stored in a seperate layer automaticaly. - convert two points into an axis: pick 2 points and an object and the objects local pivot gets put between the points making it super easy to check if your axis is on a good location and preview the angles for the model.cfg later. - the axis points get automatically named: objectname_axis - easily switch the selectability and visibility of both geometry and mem LOD seperately. - see all the points in a consise list, doubleclick on the name to easily select - export the memlod into a new .mlf file which is loaded into O2 via a plugin (designed and implemented by T_D) voila, your memory points are in O2 at the right positions AND have the right names! One more small module before release :) Share this post Link to post Share on other sites
Fortran 1 Posted July 26, 2009 Brilliant! Couldn't ask for anything better for this job really. Any idea on a release date at all ? Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 26, 2009 Some good news :) The toolset is ready for RC1 and will be tested for a few days while I write and film the documentation. The two last tools have been added today and I have to say Im proud of some of the additions. Lets take a look: On the left you can see the two new modules: "Project Startup" and "Export" Project Start up has a few options useful in the beginning: - Project Folders lets you create through a small interface a project folder structure with a choice of what folders you want - Someone was asking about scale. Now there is an option to set the max settings to meters easily. If you do this before you start modeling and then import in O2 with a scale 1:1 the model will be the right size. - One of the things im very proud of is the "Blueprint" tool. As you can see its a full featured plug-in (see right side of pic) that lets you create in one go 3 planes in a cross pattern with their length, width and height linked and in proper units. All it takes is click and drag and you have a correct bluprint system in place. If you know the dimensions of the object you are creating and crop the blueprints accordingly then apply the bitmaps to these planes you have your blueprints ready to model in just 1 minute. This tool came to me in a dream :) The export module contains a few buttons that should be used before exporting and the export button which will save the selected objects to a 3ds. Thats it, time to clean it up :) Share this post Link to post Share on other sites
USSRsniper 0 Posted July 27, 2009 This tools is simply amazing, improves the work flow greatly! While testing this tool, I was able to animate this vehicle without even leaving 3ds Max! :eek: Share this post Link to post Share on other sites
kurt211 10 Posted July 28, 2009 Looking very good SA. Thanks for your excellent contributions! Share this post Link to post Share on other sites