3dsmax 2010 - export W3D

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Emre Eldemir

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Dec 19, 2009, 2:22:32 PM12/19/09
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3ds max 2010 can't export W3D.



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Emre ELDEMIR

Bart Libert (EducaSoft BVBA)

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Dec 19, 2009, 2:24:51 PM12/19/09
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which recent app actually still can?

2009/12/19 Emre Eldemir <emre.e...@gmail.com>
3ds max 2010 can't export W3D.



-----------------------
Emre ELDEMIR

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peel peel

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Dec 20, 2009, 5:56:18 AM12/20/09
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i still use max 2008... max 2009 is shit


2009/12/19 Bart Libert (EducaSoft BVBA) <educ...@gmail.com>

Alexx

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Dec 20, 2009, 6:46:42 AM12/20/09
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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

;)

peel peel

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Dec 20, 2009, 9:21:30 AM12/20/09
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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 <alexxk...@gmail.com>

Daniel G.

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Dec 20, 2009, 9:30:02 AM12/20/09
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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/
>

> 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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peel peel

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Dec 20, 2009, 1:59:40 PM12/20/09
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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>
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Bart Libert (EducaSoft BVBA)

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Dec 20, 2009, 2:14:32 PM12/20/09
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Ahum, as far as I know 3DSmax has always been from Autodesk. Discreet = autodesk. Am I wrong ???

2009/12/20 peel peel <peel....@gmail.com>
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

Outside the Box Software

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Dec 20, 2009, 3:43:40 PM12/20/09
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I'm actually still using Max 6... It still gets the job done.

noisecrime

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Dec 20, 2009, 5:45:55 PM12/20/09
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----- Original Message -----
From: "peel peel" <peel....@gmail.com>

> 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


peel peel

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Dec 21, 2009, 2:42:08 AM12/21/09
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ok thanks noisecrime...

but i remember i tried to export w3d files from a director 11 projector, directly using the sw3dassetxtra lingo, i had no problem to create w3d files with multitexturing
about vector approximative compression you may be right
about extradata isn't it possible to add it at the end of the file ? or store bytecode in a bitmap? it's a bit dirty i agree... but using base64 encoding in userdata is not cleaner...

anyway, versions of 3dsMax before the 9th do the job well

but as this exporter doesn't encode 3d environements like i want, i use my own formats, directly encoded in compiled lingo in compressed cct files, then displayed with mesh generator.. it's the lightest data format i found to reduce download time

i use max w3d exporter for bones only (& i'd be glad to find another way to encode w3d files with bone motion)


2009/12/20 noisecrime <no...@noisecrime.com>

Daniel G.

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Dec 21, 2009, 2:36:54 PM12/21/09
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We have used that method (using cct files) to export multitexturing
scenes too.
--Dani

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onelsonic

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Jan 4, 2010, 3:43:04 PM1/4/10
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I am using 3dsmax 9 here except the vertex list ordering (it is a
global issues with all 3dsmax w3d export, need to manipulate it with
the script)
everything is fine with it, and it supports both physic and skin
modifier for animation.

Allen Partridge

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Jan 4, 2010, 3:47:25 PM1/4/10
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Can you walk me through that vertex ordering issue?

--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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Alexx

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Jan 4, 2010, 4:00:48 PM1/4/10
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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>

onelsonic

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Jan 4, 2010, 4:37:21 PM1/4/10
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Yep there it is Alexx that is exactly the thing I was taking about.

Allen Partridge

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Jan 4, 2010, 5:21:20 PM1/4/10
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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?

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peel peel

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Jan 4, 2010, 7:35:45 PM1/4/10
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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


2010/1/4 Allen Partridge <all...@adobe.com>

Alexx

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Jan 5, 2010, 4:13:06 AM1/5/10
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2010/1/5 peel peel <peel....@gmail.com>

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


On my side, I've made a LWO (LightWave Object) file parser in lingo, wich is quite slow to do the import job, but let me save the data as a property list, then I can use vList to save it to disk.
Then generating the mesh with these property list is quite fast, and the file are pretty small compared to the same file in w3d : I tried to save the same 3d scene using the save w3d feature in D11.5 and had a file 2 or 3 times bigger than my vList one.
Using this method, I can have multiple uv's in my mesh and morphings (since the lwo file format supports unlimited uv layers and morph targets)... but of course, only for static meshes, since it's impossible to build bones from lingo :/
I've also made a basic LWS (LightWave Scene) parser, limited to my needs, but it's quite easy to do since it's a txt file.

I could share this part of my code (not well documented :/), if someone is interested by it or wants to optimize it ;)


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