3ds max 2010 can't export W3D.
-----------------------
Emre ELDEMIR
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you can export W3D with max 2010, but only with the 32 bits version of
this application
the w3d exporter plugin doesn't exists in 64bits
;)
Dani
On 20 dic, 15:21, peel peel <peel.pe...@gmail.com> wrote:
> mayas' exporter looks better
>
> i think 3d max is not supported anymore because i didn't find autodesk in
> partners' list
>
> http://www.adobe.com/products/director/3d/3dservices/
>
> 2009/12/20 Alexx <alexxkreh...@gmail.com>
>
>
>
> > wrong...
>
> > you can export W3D with max 2010, but only with the 32 bits version of
> > this application
> > the w3d exporter plugin doesn't exists in 64bits
>
> > ;)
>
> > On 19 déc, 20:22, Emre Eldemir <emre.elde...@gmail.com> wrote:
> > > 3ds max 2010 can't export W3D.
>
> > > -----------------------
> > > Emre ELDEMIR
>
> > --
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yes but 3dsMax belongs to autodesk now (and they've killed it, now it's a cake of shit working with the slow & heavy ms framework)
more, autodesk is not in adobe's partners
now, there is a framework with w3d specs in adobe docs and director cd-rom so you can write your own w3d encoder with c+ or any other language which can write binary files
and you can develop w3d encoders entierely in lingo too, since director11 (excepted bones, unfortunately)
with these 2 approach you can create improved w3d files: better geometry precision, multi-texturing, extra-data, complex shaders, etc...
2009/12/20 Daniel G. <dgar...@gmail.com>
Discreet is in the list ;)
Dani
On 20 dic, 15:21, peel peel <peel.pe...@gmail.com> wrote:
> mayas' exporter looks better
>
> i think 3d max is not supported anymore because i didn't find autodesk in
> partners' list
>
> http://www.adobe.com/products/director/3d/3dservices/
>D
> with these 2 approach you can create improved w3d files: better geometry
> precision, multi-texturing, extra-data, complex shaders, etc...
No, not really, since the w3d format is locked down and compiled you are
still limited to the options the SDK provides. All you can really do is
improve the existing exporters in terms of giving the user a little more
control over these aspects.
Geometry Precision is based on the compression setting.
Multi-texturing in terms of multiple uv layers is not supported. Well
actually it is, but Intel disabled it because something wasn't working,
you're find comments to that effect in the SDK.
Extra data - still limited to userpref string.
Complex shaders. Only slightly since each exporter is geared towards a
specific modelling application/format, its still limited to the shader
support that w3d offers.
You can of course improve things like the max exporter though, such as
adding per texture compression settings, exporting multi uv layer
co-ordinates (but only to a seperate file and then you have to use facing
matching to sync them with the w3d data) etc.
Noisecrime 2009
> > dirgamedevlis...@googlegroups.com<dirgamedevlist%2Bunsubscribe@googlegroups.com>
--Allen
-----Original Message-----
From: dirgame...@googlegroups.com [mailto:dirgame...@googlegroups.com] On Behalf Of onelsonic
Sent: Monday, January 04, 2010 3:43 PM
To: Director Game Developer List
Subject: Re: 3dsmax 2010 - export W3D
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I think it is actually the LOD modification process that breaks the vertex order. As I understand it, the process is designed to occur on import, even though you might have no plans to use LOD or SDS. This has been a big impediment to doing dynamic morph deformations. Thanks – let me know if I’m not following.
--Allen
From: dirgame...@googlegroups.com
[mailto:dirgame...@googlegroups.com] On Behalf Of Alexx
Sent: Monday, January 04, 2010 4:01 PM
To: dirgame...@googlegroups.com
Subject: Re: 3dsmax 2010 - export W3D
When exporting a mesh with the W3D exporter, the vertexlist ordering is broken by the exporter through its geometry reduction/optimisation function even if the parameter for this is set to 100% quality
2010/1/4 Allen Partridge <all...@adobe.com>
Can you walk me through that vertex ordering issue?
--
exactly... another point why you need a different 3d data format for a lot of stuff
as obj & collada are too slow for runtime, you need a binary format
the best for shockwave is compiled lingo cos there'es a good compression, reducing download time, and it's faster to load into ram than decoding a byteArray with the slow script