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OpenZone:: Q&A Support forum for OpenZone help |
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05-05-2009, 04:37 AM
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Sarnak
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Join Date: Mar 2009
Location: A place
Posts: 42
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Hi Orison,
Hi Orison,
Sorry is that part wasn't clear.. Are you just running the script as is? What I mean is.. just opening up listener and then File->Run Script->PovImport2.ms?
If you use this method then I think that is why it's not working. What you need to do (and my apologies for assuming you haven't done this) is add the script to your 3dsMaxXXXX\Scripts\Startup path. Then in 3DS under the 'Utilities' Tab (right side of the screen assuming a default install) select 'MAXScript' it will expand a new menu in the tab. There is a drop-down box there, and in that drop-down select PovImport2 from the list (it will show up if in the proper scripts\startup path (may be different depending on your install of 3DS). This will open up the GUI for the POV importer, select the options you want then navigate to the appropriately exported .POV file and voila it should work.
Your version of 3DS should also not cause a problem as this script was created years ago by Kaiyodo. I hope this works, but if not let me know. I'll be up for hours and I'll get back to you asap my friend. Best of luck, I can't wait to see your newest ground-breaking work!
Kindest Regards~~
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05-05-2009, 04:47 AM
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Sarnak
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Join Date: Mar 2009
Location: A place
Posts: 42
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Faulty Post..
Sorry Admin / Orison,
That last post was before formatting, and for some reason when I previewed it it posted itself.. I clicked edit but I got some message about editing after 5 minutes wasn't allowed so I'm re-posting the polished submission. Again my apologies for the double post.
Hi Orison,
Sorry if that part wasn't clear.. Are you just running the script as is? What I mean is..
- Running 3DS
- 'MaxScript'
- 'Run Script...'
- Browsing to the loc of 'PovImport2.ms'
- Running the script
If you use this method then I think that is why it's not working. What you need to do (and my apologies for assuming you haven't done this) is this:
- Add 'PovImport2.ms' to your c:\pathto3ds\scripts\startup
- Run 3DS
- Click the 'Utilities' tab (on the right side of the screen assuming a default workspace)
- Select the 'MAXScript' button
- From the drop-down in the MAXScript panel (still in the utilities tab) select 'POVImporter'
- Select any options you'd like
- Click 'POV Import'
- Browse to your zones .POV file and select it
- Wait and enjoy the results!
Your version of 3DS should also not cause a problem as this script was created years ago by Kaiyodo. I hope this works, but if not let me know. I'll be up for hours and I'll get back to you asap my friend. Best of luck, I can't wait to see your teams newest ground-breaking work!
Kindest Regards~~
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05-05-2009, 10:51 AM
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Sarnak
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Join Date: Feb 2009
Location: USA
Posts: 33
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I actually did infact use both of the listed methods. First run through I used the first, i.e. run maxscript, and then searched within "customize UI" to look for the associated "button" if u could call it that to no avail.
After that didnt work, I tried the stated second way which I now believe I messed up one part on simply through lack of sleep. Thank you for the update.
And thank you for the quick response!
__________________
OrisonSeven
-A goal is in mind. but the view is still clouded-
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05-05-2009, 07:19 PM
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Sarnak
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Join Date: Mar 2009
Location: A place
Posts: 42
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Hey Orison,
Hey Orison,
No problem! Post some shots once you get a zone open to render.. my computer is so slow and I have a particular love of FreePort, but I'd love to see some other cool renders of the zones
Kindest Regards~~
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05-05-2009, 09:38 PM
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Sarnak
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Join Date: Feb 2009
Location: USA
Posts: 33
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As it is now working, I attempted to output greaterfaydark(gfay) and found that even though the models themselves exported, the textures did not... also, seeing as i dont have the best PC (old amd machine athlon 64 1.8ghz with 2 gigs ram and an AGP based video card(yea yea yea i know)) I have found that it does take a while to export. Rendering after changing a few more settings did get the textures, albeit the trees were not seethrough (alpha chanels didnt work) though this was to be expected.
Screens will be posted soon.
__________________
OrisonSeven
-A goal is in mind. but the view is still clouded-
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05-06-2009, 10:48 AM
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Sarnak
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Join Date: Mar 2009
Location: A place
Posts: 42
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Alpha Channel
Hey Orison,
Sounds good.. and boy do I hear you on the 'old' computer. Mines a good chunk worse than yours.. I have less than 128MB graphics (built in intel card on my laptop), my 512MB of RAM is shared with that video card, and I have a 1.4GHZ processor... Running 3DSMax and getting a zone open is literally one of those 'order pizza, pop a beer, kick your shoes off, turn on a movie' kind of nights lol. Good times, so don't worry.
The alpha channel that holds the lights actually does exist.. If you noted when extracting the texture it renames them all to .bmp and even some of the .bmps themselves are really .dds's in disguise which hold alpha channel data. If you wanted to tinker with the script or just hand texture them with the .dds's then you could get it to work. This is way over my 3D modeling head, however if you search and read all of 'Kaiyodo' 's posts you'll see that he had gotten around this issue and his improved script/solution may be out there somewhere. If you need help on solving that end of things let me know, right now I've got my head buried in C++ and Math books.. ugg, so any break from that is welcomed.
Kindest Regards~~
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05-06-2009, 12:55 PM
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Sarnak
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Join Date: Feb 2009
Location: USA
Posts: 33
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Let me start once more by thanking you!!!!! and everyone whos effort came to amount to the ability to do all of this.
As for texturing right now, im not so worried about exporting trees as much as I really need to figure out how to makes trees such that 2 sided texturing works. As of right now, we actually double the polys for the trees leaves and then invert the normals so that in essence we end up with two polys taking up the same space just facing away from one another. This does work, but as I have said before, the poly count is doubled when it shouldnt need to be.
The eventaul goal is both to create a whole new game, everything, and i mean everything, along with keeping/modifying the exhisting content to make it our own. We hope to bring back the old feel of adventuring through the lands without haveing a map to tell you where everything is, as well as making it more like you "are" the character exploring the world.
Thanks again.
__________________
OrisonSeven
-A goal is in mind. but the view is still clouded-
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