Gmax to .act

Topics relating to Modeling with Reality Factory.
Ace628
Posts: 24
Joined: Sun Dec 04, 2005 6:26 am

Gmax to .act

Post by Ace628 »

I am useing Gmax to create my characters, but in order to expot them to a ".act" file, i need some NFO and KEY scripts, can any one tell me where i can get these scripts?
CowboyUp
Posts: 74
Joined: Sat Dec 03, 2005 1:05 am

Post by CowboyUp »

Go to http://www.genesis3d.com\

edit: links not right. its on there somewhere. Ill check.

If all else fails, just google NFO and KEY exporters.
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AndyCR
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Location: Colorado, USA
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Post by AndyCR »

Ace628
Posts: 24
Joined: Sun Dec 04, 2005 6:26 am

Post by Ace628 »

Thanks :)
but what do i do with them? where do i put them?
CowboyUp
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Joined: Sat Dec 03, 2005 1:05 am

Post by CowboyUp »

Unzip them to gmax\scripts\startup
Ace628
Posts: 24
Joined: Sun Dec 04, 2005 6:26 am

Post by Ace628 »

thank you very much :D
Ace628
Posts: 24
Joined: Sun Dec 04, 2005 6:26 am

Post by Ace628 »

I am still haveing a little problum, i have the scrpits installed, but i still cant export, is there a certin way to export them? I am sorry if this is to many questions.
Attachments
export.JPG
This is the only thing i am seeing.
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CowboyUp
Posts: 74
Joined: Sat Dec 03, 2005 1:05 am

Post by CowboyUp »

On the right panel, click on the little hammer- utilities. At the bottom, click on MAXscript. Click on "open listener, than click on "run script" and than from the window choose NFO or KEY. In the listener a bunch of stuff should come up. Copy/paste that into a notepad, and than "save as" and save as "all files". Than name it "modelname.nfo/key"
hike1
RF FAQ-Keeper
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Post by hike1 »

There's a big thing about gmax exporting in the
rf faq http://terrymorgan.net/rffaq.zip, I've used the
exporters to make a static non-animated model in Gmax.


Demos, tuts http://terrymorgan.net/download.htm
Guest

Question

Post by Guest »

Yea, I had a question about Gmax exporting too. My question was is it legal to export files into Reality Factory using Gmax? I want to use Gmax for modeling everything in Reality Factory. My only fear was that it was illegal to export into anything besides game packs.
Ace628
Posts: 24
Joined: Sun Dec 04, 2005 6:26 am

Post by Ace628 »

I dont think it is, when i was reading the " Making 3D Games with Reality Factory " book in the documents section: http://www.realityfactory.info/cms/inde ... umentation
there was a whole thing on useing Gmax
Ace628
Posts: 24
Joined: Sun Dec 04, 2005 6:26 am

Post by Ace628 »

CowboyUp wrote:On the right panel, click on the little hammer- utilities. At the bottom, click on MAXscript. Click on "open listener, than click on "run script" and than from the window choose NFO or KEY. In the listener a bunch of stuff should come up. Copy/paste that into a notepad, and than "save as" and save as "all files". Than name it "modelname.nfo/key"
this is what i got does it look right

Code: Select all

-------------------------------------------------------------------------------
-- Genesis3D Actor KEY Exporter for gmax 1.x & 3ds max 4.x
-- version 1.01
-- by b4dz3ct0r (b4dz3ct0r@yahoo.com)
-- based on Neuromancer's script
--
-- use at your own risk!
-------------------------------------------------------------------------------
-- usage:
--  prepare the scene
--  open MAXScript listener window ( MAXScript > MAXScript Listener... )
--  make sure the Listener window is clear!!! ( RMB > Clear All )
--  run this script ( [Listener Menu] File > Run Script... )
--  wait while the script to be processed
--  if the script stoped, select all ( Ctrl+A ) text on Listener Window
--  copy it ( Ctrl+C )
--  open text editor ( Notepad )
--  paste on text editor ( usually Ctrl+V )
--  save with *.key extension ( Save as type: All Files )
-------------------------------------------------------------------------------

  NFO_bones = #()

  format "KEYEXP 2.1\n"
  flushStringStream

  for i in $* do
  (
    if iskindof i BoneGeometry then append NFO_bones i
  )

  format "Number of Bones = %\n" NFO_bones.count
  format "Key Data\n"
  flushStringStream

  l = 0
  s = 0
  l += animationRange.end
  s += animationRange.start

  format "% % %\n" s l frameRate
  flushStringStream

  all_nodes = $*
 
  for scene_node in NFO_bones do
  (
    format "Node: %\n" scene_node.name
    format "Number of Notes = 0\n"
    flushStringStream

    max time start

    for i in 0 to l do
    (
      at time i
      (
        tm = scene_node.transform
        tp = scene_node.transform.translationpart
        qq = scene_node.transform.rotationpart

        identity tm
        rotate tm qq
        translate tm tp

        if scene_node.parent != undefined then
        (
          ptm = scene_node.parent.transform
          qq = ptm.rotationpart
          tp = ptm.translationpart

          identity ptm
          rotate ptm qq
          translate ptm tp

          ptm = inverse ptm
          tm *= ptm
        )

        format "%, %, %,\n" tm.row1.x tm.row1.y tm.row1.z
        format "%, %, %,\n" tm.row2.x tm.row2.y tm.row2.z
        format "%, %, %,\n" tm.row3.x tm.row3.y tm.row3.z
        format "%, %, %,\n" tm.row4.x tm.row4.y tm.row4.z
        flushStringStream
      )
    )   
  )

  format "Key Data Complete\n"
  flushStringStream

-- b4dz3ct0r 20021212071742
----------------------------
-- version 1.01
-- - silent animation frames access (get animation data without animate scene)
CowboyUp
Posts: 74
Joined: Sat Dec 03, 2005 1:05 am

Post by CowboyUp »

Rather than put in the same notebook document as the readme, go to start, programs, accesories and open up an empty notepad page, than paste your jargin from the listener window in there and save it.
Ace628
Posts: 24
Joined: Sun Dec 04, 2005 6:26 am

Post by Ace628 »

when i just click run script, nothing comes up, to get that one, I just clicked open script.


oh i see what i did, was this what i was suposed to get

Code: Select all

Welcome to MAXScript.

KEYEXP 2.1
Number of Bones = 0
Key Data
0 100 30
Key Data Complete
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 0
Node Transform Matrix List
Number of Nodes = 0
Mesh List
Number of meshes = 0
KEYEXP 2.1
Number of Bones = 0
Key Data
0 100 30
Key Data Complete
guest

Post by guest »

erase "Welcome to MAX Script" And than give it a try.
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