soul_assassin 1750 Posted February 25, 2010 Again there has been a misunderstanding, I am NOT making a Blender toolbox, someone else is, I was just advising. No plans for Modo atm. Share this post Link to post Share on other sites
MR. 10 Posted March 7, 2010 I have a Problem! When exporting an error that occurs constantly. (Unknown property: "effectFile" in the standard material: Standard) I've watched the training videos and it just made as described in the videos. http://img175.imageshack.us/img175/7659/fehlerg.jpg Share this post Link to post Share on other sites
soul_assassin 1750 Posted March 7, 2010 If you export materials, all objects must have a directx shader applied. One or more of your objects have a Standard material applied to it. Share this post Link to post Share on other sites
minimalaco 30 Posted March 10, 2010 hello, they excuse to ask this, can be that this responding before, but as I handle myself with translator online, it is difficult to me to follow everything: S 1) my question is the following one: I have several houses and walls done in 3dmax. soon to arrive and to use it in A2 to that format I must pass the objects? 2) the other is the textures, if I put textures to him in 3dmax, takes them to A2? or I must put textures to him in another program? greetings and thanks Share this post Link to post Share on other sites
soul_assassin 1750 Posted March 11, 2010 Hi Minimalaco, 1) You can export your objects either through 3dsmax function (3ds) of through the p3d export included in this toolbox. When you export a p3d, you have to make sure all your models have 4 sided polygons. 2) you can texture in 3dsmax, but to make sure you get your texture in to O2 you have to make sure you use a "Superhader" in the material editor like I have shown in the movie, export in p3d and choose "Materials" and "Textures" in the export dialog. Share this post Link to post Share on other sites
Synide 0 Posted March 12, 2010 When you export a p3d, you have to make sure all your models have 4 sided polygons. Why only quads? Share this post Link to post Share on other sites
soul_assassin 1750 Posted March 12, 2010 Why only quads? sorry meant to say quads and tris. No n>4 sided polies. Cant be bothered to write a triangulation function :P Share this post Link to post Share on other sites
minimalaco 30 Posted March 13, 2010 thank you very much Soul. Share this post Link to post Share on other sites
Bartchie 10 Posted March 22, 2010 How can I assign DX Shader material to polygon selection of my model ? I made building with few textures assigned on various selections of polygons (all are with UVW coordinates with UVW channels). Share this post Link to post Share on other sites
soul_assassin 1750 Posted March 22, 2010 If you assign different materials to different poligon selections you will end up with a Multi-Material, which is not supported by the exporter. If you want to have multiple materials on the same mesh you have to do it manually: as export with just one, then copy and modify that rvmat to make the other rvmats, reapply them in O2. Share this post Link to post Share on other sites
Bartchie 10 Posted March 22, 2010 Good, I will try. Thank you very much for support. Share this post Link to post Share on other sites
Bartchie 10 Posted March 22, 2010 I'm sorry for the second post but I found perfect way to export model with perfect textures coords with names from mat library (later change with mass texture rename tool in O2). Just read info about my model down here: - All objects converted to editable mesh - All modifiers collapsed (just editable mesh) - Scale set using Soul_Assassins tool - Only standard/multisub materials Just export to .OBJ with the settings that you can see in the image below: Make sure ALL settings are same as mine. Remember about scale setting. Then you go to O2, import -> obj file and set the scale to 1,0 (leave Invert x/y/z and leave angle). When you have your model imported, select everything and press W to flip all faces and then you can just rename your textures. This is some info for people who are still having problems with exporting their models. I found this way after 2 days of messing arround with 3ds max :mad: The best is to find the fastest way to make add-ons :) I hope it will help you, ArmA2 artists :) Share this post Link to post Share on other sites
fusionofp 0 Posted July 6, 2010 Does anyone have a nameset for a linebacker or tunguska type vehicle ? (even bradley will do ). These are the files found in : x:\3dsMax\Scripts\ArmAToolBox\modules\NameSets I'm having difficulty following you tutorials Soul, you move too fast :) Share this post Link to post Share on other sites
Bullock 10 Posted July 11, 2010 (edited) Hey quick question: I have a completly textured vehicle in 3DS Max. Can I export it somehow to O2 WITH the textures intact? They are just a basic layer, no bump maps etc., its basically OFP-niveau. EDIT: DAMN IT, it gives me the "Mesh operation on a Non-mesh object" error. I dont understand, when I export it to .3ds and then Import the .3ds file via Oxygen, I get my model but the textures are lost. But when I use the Toolset the textures would work but the model doesnt.:-( Edited July 12, 2010 by Bullock Share this post Link to post Share on other sites
fusionofp 0 Posted July 21, 2010 This thread is dead ? Share this post Link to post Share on other sites
fusionofp 0 Posted July 22, 2010 I simply thought there would be more ongoing discussion and/or replies to questions. Share this post Link to post Share on other sites
JDog 11 Posted August 16, 2010 Thank god for this tool lol. Was going crazy over getting the animations to work. Only thing is exporting as .3ds doesn't export the memory point I guess, so just gotta make like a very small box where they are for the axes. Share this post Link to post Share on other sites
soul_assassin 1750 Posted August 16, 2010 You can save yourself some trouble if you want to export in 3ds. Export ur geometry in 3ds. Then start the p3d exporter and just select the memory lod by itself and you get the p3d file only with the mem points :). justcopy paste them into your final p3d :) Share this post Link to post Share on other sites
JDog 11 Posted August 16, 2010 That works, thanks :D The fact I was exporting in 3ds instead of p3d is because I get some strange error when trying to export it all. It does in fact export, but O2 can't open it. I tried reinstalling but that didn't do it, figure it's something with my model, I'm sure I have a few n-gons in there somewhere that is probably causing it. You can't see it but it highlights the line of code pointed to, if that's any significance: Share this post Link to post Share on other sites
blueman_02 10 Posted September 28, 2010 JDog -- I too am having the same issue with Runtime error: Mesh operation on non-mesh :Box Did anyone ever shed any light on this error. Also having troubles with getting textures into O2. Share this post Link to post Share on other sites
soul_assassin 1750 Posted September 28, 2010 you have to convert all geometry to Editable Poly. Share this post Link to post Share on other sites
JDog 11 Posted September 29, 2010 I haven't tried in a while but tomorrow I will see if I can get it to work, I just got in the habit of exporting geometry as .3ds. Share this post Link to post Share on other sites
Alliexx 10 Posted November 12, 2010 Hi all, I start by saying i love the 3ds max plugin. The one thing i'm struggling with is that when you have a model with more then 1 uv map, making the shadow map is a bit weird. I hope somebody understands what i'm on about here. If i have a model with 2 uv maps, so i seperated different parts of the model to be able to texture it better and with higher quality. How do i now make a ambiant shadow map of this model, it seems the ambiant shadow map will be created from only 1 uv map. I'm not really familiar with all the correct names for all, but i still hope u understand what i'm on about. So how do i create different shadow maps for the different material uv texture thingy part. fck, i dont know how to explain it better, i presume that somebody who works with the plugin will undertand. Hopefully some solutions are brought up :) Thanks upfront, Allie Share this post Link to post Share on other sites
soul_assassin 1750 Posted November 12, 2010 U mean you have two different model parts each with their own uvs or one model with two uvsets (i.e. uv channels?) Share this post Link to post Share on other sites