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3DS Max 9 and Anim8or .3ds format issues

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Post October 23rd, 2008, 3:21 pm

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One of the main issues here is that I can't get some of anim8or's exported 3ds files imported into Max, while others work fine. The other issue is that even if the importing and exporting is successful, Max won't import nor export .3ds with the texture maps, even though I set them to diffuse maps. (and no others) According to the help files, Max is supposed to be able to export single diffuse maps into the .3ds format.

I am also trying to use RGBA .png textures; will Max 9 be able to simply export them to the .3ds format? (without having to deal with making masks, etc.) I am using RGBA .png's to create lights and for the occasional mesh fence.

Perhaps I try an older version of 3DS? Hmm...

Post October 23rd, 2008, 3:51 pm

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well i use tia's unregistered object crator becuase i got there too late to register it, but it has worked fine for me on all coasters i have used it with, i would love sketchup pro, though because tia's OC is a real biznatch for getting proportion right [:(]

Post October 23rd, 2008, 5:25 pm

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IMO, OC sucks; theres simply way too much you can't do compared to in a standard modeling program. (i.e. materials, colors, connecting points between objects, limited ability to optimize, unable to build mesh from scratch, etc.) Anim8or's interface may be a little quirky, but it works pretty well once you learn how to use it. For the most part, Anim8or is actually fairly sufficient for my modeling needs, but I'll eventually have to turn to 3DS for more primitives, bipeds, boolean, and use of .png's for textures.

Registration for OC is rather pointless too. Most won't need to export source code (and if you do, you can do so in Anim8or as well), and you can get over the "brush" limit by copy-pasting, or by merging objects together in another modeler or in the editor.

This is probably not worth asking, but I want to make sure. Is it possible at all to export cube maps into the .3ds format? I know the NL engine supports them, but probably not the .3ds file format.

Edit: Actually, I think the crystal reflections from Real's Thunderhead Falls uses some sort of environment maps for the reflections. I'll have to look into this, but none of the programs I'm working will will export them.

Post October 23rd, 2008, 9:33 pm

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I haven't tried a cube map, but I use pngs via 3DS Max 7 all the time, I doubt 9 would have an issue. As for your import/export issues, 3DS Max refuses to deal with image map names that don't conform to the old DOS naming conventions. That is, you can't have a filename longer than 8 characters or that contains spaces, special character etc. etc.

It will rename them in the 3ds file when exporting them, and refuses to import 3ds files with long file name, claming them 'invalid'.

I get around this by using an old import/export plugin that was part of the mod kit for a game called Gothic. They had a version of the 3DS import/exporter that could handle long file names. I have no idea if it will work with Max 9 though.

You can still get the Gothic mod kit here:

http://www.worldofgothic.de/dl/index.ph ... ease_id=28
(yeah it's all in German, scroll down)
Be sure you're not looking in a mirror before you start pointing fingers.

Post October 24th, 2008, 6:33 pm

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Hmm... Odd that they never fixed the importer/exporter to accept them. Thanks.

Edit: Those .dll's don't seem to be compatible with Max 9... Looks like I'll have to stick to the shorter filenames for now. (I've also been trying various other modeling programs.)

Edit again: Max still doesn't import nor export diffuse maps. Weird. Color and transparency is ok though. (not sure about specular, though I assume its also ok since color and transparency made it through)

Post October 27th, 2008, 6:30 pm

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Sorry the plug-in didn't work for you, it's saved me bunch of irritation.

"Odd that they never fixed the importer/exporter to accept them"

Over the years I've gotten the strong impression that Autodesk never liked the fact that the 3ds format got so popular and they only grudgingly maintain the import/export plugin for it at all. I also think they resent the fact that people use Max for building models for other uses, that people use it as a tool rather than an end unto itself.
Be sure you're not looking in a mirror before you start pointing fingers.

Post October 28th, 2008, 3:59 pm

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I use 3ds max 6;personally I think it's a good version.
You can really do everything and,above all,exporting to 3ds.
It's ideal to create fences and all those images with a trasparency,I mean,a very easy way to do that!
I think the only limit it has,is your fantasy...in my Haunted Mine scenery there are objects that move!!!!
I got crazy to make them perfect but the result is outstanding!
I don't know which are the problems of Max 9 but I can tell you an old version works fine.


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