3ds max 7 support?

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dudethedreamer
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Joined: Sat Nov 05, 2005 9:45 am

3ds max 7 support?

Post by dudethedreamer » Sat Nov 05, 2005 12:18 pm

Seems like RF or 'AStudio' or 'genesis' dont have support for max 7

I got this error when trying to create a .act
Image

Dont understand programming

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ZenBudha
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Post by ZenBudha » Sat Nov 05, 2005 12:31 pm

The .nfo exporter doesn't work right for max 5.1 and up I think. So I just don't bother exporting to .nfo

Instead just drop the .max file and texture into your instant actor foler and build the actor with that. When it loads max it will generate it's own. Just of course make sure it has at least 1 bone (2 bones minimum in 3ds max) and is UVW Unwrapped, and Physiqued.

Also you can export animations by using .max files with keyframe animations out of max. Instead of trying to export .key files or anything like that.

If that doesn't help let me know.
Fear not the textures for the almighty stylus is with thee - Book of Zen

dudethedreamer
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Post by dudethedreamer » Sat Nov 05, 2005 12:55 pm

Hmm are you saying i should put the .max file into the actors folder and just load the .max from there? If so which program should i use? RFWE.exe or Astudio.exe?

Because in RFWE it says 'no brush selected' (whatha. interface confusing). Can you be more precise? It seems like your saying that the .max from max7 actualy works. If so this is great i just need more info as i am new to RF

Guest

Post by Guest » Sat Nov 05, 2005 1:03 pm

I use Actorstudio. Just don't bother with the .nfo export to build the actor. Just use the .max file instead.

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federico
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Post by federico » Sat Nov 05, 2005 1:23 pm

or export in smd and refine your work in milkshape or in the opposite way use the smd importer from milkshape to max...

dudethedreamer
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Post by dudethedreamer » Sat Nov 05, 2005 1:28 pm

Anonymous wrote:I use Actorstudio. Just don't bother with the .nfo export to build the actor. Just use the .max file instead.
Are you saying i can actualy use the .max as the model for the game engine?
federico wrote:or export in smd and refine your work in milkshape or in the opposite way use the smd importer from milkshape to max...
I dont know anything about milkshake or smd but ill look into it

Oh, i am looking at docs and tutorials but for now i have no clue how to select the 'brush' so helping me on this would realy help

Jay
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Post by Jay » Sat Nov 05, 2005 5:39 pm

He means that actorstudio can convert the .max file into an .act file
Everyone can see the difficult, but only the wise can see the simple.
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dudethedreamer
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Post by dudethedreamer » Sat Nov 05, 2005 9:39 pm

Is there any link to a tut or stepBstep for using this method?

hike1
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Post by hike1 » Sun Nov 13, 2005 5:26 am

http://terrymorgan.net/max6-7exporters.rar

(42k) it's g3d11.dle no idea where this came from, exports .nfo .key files for max 6-7 it says.

Supposed to work, can't test it, only have
Max 3.1. O.K. I've HEARD ;} that max 4.0
.nfo exporter crashes, but .key works with
3.1 nfo's..

More stuff at http://terrymorgan.net/download.htm

p.s. I've never had to feed actor studio a .max file.

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