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3 Dimensional Chat / GameTools for 3dsMax!

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Ands
21
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Joined: 14th Nov 2003
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Posted: 14th Nov 2003 11:33
I`ve just released an invaluable set of Tools for 3dsmax that takes a lot of the stress away from mapping, texturing and vertex painting your models.
There is also two new tools that compresses your models textures to a single T-page and a camera system that allows you to freely walk around your model in a Quake manner.

You can download it for free at www.scriptspot.com. It's called 'GameTools V2.0' and you'll find it under the latest scripts menu.

Spread the word. They've already been used in a variety of top games.

ands.

Andy Oakley
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 14th Nov 2003 11:49
Looks good, downloaded a min ago ... once i have Max6 all reregistered up i'll give 'em a spin

(wonder if anyone else kinda dislikes the lack of the object toolbar in Max6 in favour of that stupid dynamics bar)

just out of interest but are you up for a little Max challenge.
I've asked a mate if she can get he bro who does these, but knowing Ca it'll take her like 3months just to remember.

however i've got a challenge for you ^_^
not sure if you've ever used Maya, and if not then i'll slam together some screenshots of what i'm on about ... but it has one of the most lush polytools in the business.

If you could recreate the polytools that it has in Max, i swear you would become like my lil god - and of quite a few other Max artists too who are subjected day in and day out to use it over thier favourite lil baby.

^_^ i've asked a few MaxScripters and plugin developers in the past and most of them have whussed out of it ... or rather said "yeah, sure." then disappeared. (typical net coders)


To Survive You Must Evolve... This Time Van Will Not Escape His Fate!
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Ands
21
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Joined: 14th Nov 2003
Location:
Posted: 14th Nov 2003 16:11
Have you used editablepoly. This is a little nearer Maya's poly toolset but I`ll take a look

Some of you who wish to use Gametools may need a bit of help setting it up in Max. It's a Maxscript and, due to their flexible nature, can be trickier to install.

To install Gametools into your right-click menu, follow the below steps:

1) Download Gametools and run the installation.
2) Reboot 3dsMax.
3) Go to the 'Customize' menu and select 'Customize User Interface'.
4) Select the 'Quads' tab.
5) In the 'actions' list, select 'Game Tools'.
6) Drag and drop it anywhere inside the box containing a list of the right-click tools in the bottom right of this area (big white box, black wording).
7) Click 'save...' and then just click save again in the file menu.
8) You can now close down the customize box.
9) select your model and click the right mouse button.
10) Within the list of right-click choices you should see 'GameTools'.
11) Select this and it'll open as a floating window. You're now all ready to use it. The tools are under the 'display' drop down menu within Gametools.

This will remain in the right-click menu from now on, even when you reboot.

NOTE:
It is worth noting a couple of rules when using Gametools. Your model must be an editable mesh and, secondly, it musn't contain anything on the stack.
Work with these rules and Gametools will be your friend for life - well, until V3.0 that is!)


A help file for GameTools will be out shortly. I`ll keep you all informed once it's on Scriptspot.

Thanks for your support guys. Any problems just give me a shout.

ands.

Andy Oakley
DaemoN_v2
21
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Joined: 13th Oct 2003
Location: Wichita
Posted: 14th Nov 2003 16:48
when are we going to get a bsp exporter for 3ds max...

[tT]
QuothTheRaven
22
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Joined: 2nd Oct 2002
Location: United States
Posted: 14th Nov 2003 19:22
There already is one. But I don't think you know how many quirks BSP have.

Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 17th Nov 2003 17:07
yeah i've tried alot of the poly editing stuff, like MeshEdit and EditPoly scripts and plugins...
problem is non work the way Maya's do.
I mean the improved 3D cutting is nice and simpler tool access is again nice, but falls to the same problem that Max's own has.

Maya's polycut tool will recalculate the connections based on the known cuts and vertex ... unlike Max's will will only recalculate per cut and setting these new calculation as set.

probably doesn't make alot of sense, eh?
here's a picture that might help explain a bit

top is max... bottom is maya
red are the user new vertex points/cuts, blue are the program new vertex, grey are the programs new edges.



as you can see Maya's doesn't interfere with the actual cutting like Max does.


To Survive You Must Evolve... This Time Van Will Not Escape His Fate!
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AlecM
22
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Joined: 26th Aug 2002
Location: Concord, MA
Posted: 19th Nov 2003 04:45 Edited at: 19th Nov 2003 04:48
@ Raven
There are major UI changes in Max6? When the discreet people demoed it I didnt notice anything odd.
I have also noticed problems with poly cutting. I just end up welding large sections of the mesh in a reasonable tolerance and then going through to find other stray verts.



"when are we going to get a bsp exporter for 3ds max..."

I wouldnt call any BSP compiler an exporter

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 20th Nov 2003 12:25
Froggerman i helped Beta test it, and between that and the retail some smartass decided to change the bloody UI.

The Objects Tab menu i'd come to love and depend on has been replaced by a Dynamics one which starts on the side rather than the top making everything look cluttered once against.
Atleast they finally released and made the Axis menu part of the Edit menu again rather than Scene Properties.


To Survive You Must Evolve... This Time Van Will Not Escape His Fate!
900mhz | 256mb | FX5200Ti 52.16 | Dx9 | WXP-Pro

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