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...or have I missed the point entirely? Using Max + Granny SDK seems the obvious choice from what you have described so far. |
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And 3D PrintScreen is free program (and 3D XML Player is free too) from Dassault Systemes (known brand using 3Dxml format)... and 3D PrintScreen is better then 3DRipperDX and GLXtractor, i think. And guru KoichiSenada has written max script 3dsMaxConvertXML for import of *.3Dxml files into 3ds Max 9 and above... And at last because this stuff can be used for Solidworks very simply. ************************************************** 3dsMaxConvertXML link: http://www.4shared.com/dir/5807782/1...chiSenada.html ... Personally i would like to have plug-ins for direct import of *.GR2 files into 3ds Max and corresponding export. :salute: ... The intermediate file-format is necessary for simple compatibility with others 3D prog's... P.S. Is this stuff not interesting for you, Privateer? :D |
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:yep: I'm multi-tasking on several projects right now so I may be a bit slow to post here. :03: |
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Besides the 'not to be done' issue of moving one games IP to another, I also saw no evidence of deep paralllax mapping in SH5 which just frankly rocks :rock: That is pretty clear cut case of don't do that, but Privateer was meaning something else I suspect and I raise it as a legitimate question not an arguement or opposing view in any way. |
RAD Games OWNES the Granny stuff.
Thier tools are VERY high dollar items. Near $12000 a pop. I'd not like to be on the bad side of a law suit for useing tools I have no license to. And to use Neal's forum to distribute anything made with unlicensed tools could lead to problems for him and all of us. That's what I'm saying. Time will tell as to what happens and how. |
What do you think about intermediate file-format Collada (*.dae)? :hmmm:
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But how to convert 3D graph files from one format to other... without Granny's stuffs it's impossible. :03: If Dev's would give the importer of 3D stuffs into Goblin editor... :haha: |
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I'm looking at the Collada format also. The idea would be to get an exporter that retains the 3D model as close to what was built in 3D Max. By playing around I pretty much figured out how the Models are built. How to set the 'hidden' value, and how the cfg# nodes are done and such. All this is done before exporting the Unit from 3D Max. :yep: And I'd say it was done this way before switching to the Granny system. But it went through thier exporter instead for conversion to dat files. |
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The format allowing as much as possible to realise features of game and 3ds Max... But if you plan to use only 3ds Max, for what to you the intermediate format is necessary? :hmmm: |
The .FBX format seems to be a viable export option for cross compatability.
:hmmm: The SDK is free also. The .obj format is probably manditory for most people though. So proposed formats could be: .obj .3DS .FBX .X .dae Multiple export options is a must as I see it. |
After testing each format I believe the .3ds format would loose the least
amount of information on export from a GR2 file. So that narrows it down to 2 formats I'd like to see. .3DS .OBJ |
I would stop any attempt to decode the GR2 format, as with other games in the past RAD Game Tools the owner of Granny starts legal action against modders:stare:
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