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[TOOL][WIP] M2 Importer/Exporter 3ds max plugin

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hornobster:
Hi everyone :D
I'm currently working on a M2 importer/exporter for 3ds max 2012 so that everything the model needs could be set within 3ds max without external programs...

I managed to make a simple importer so far. It imports vertex positions, normals and UV coords...
More features will be added in the future and then I'll make an exporter.

Atm the importer looks for the first .skin file only (name00.skin) since I can't realise what the other skins are used for(does LOD mean "level of detail"?)...

Works with 3ds max 2012:
64-bit: http://www.mediafire.com/?xd5rlw2qq47b459
32-bit: http://www.mediafire.com/?a7d583swh3jg3db //NOTE: not tested

Usage: in 3ds max, File>Import.. Choose Blizzard (.M2) and open the M2... the skin file must be in the same folder.

Features
Importer:

* Vertex positions DONE!
* Vertex normals DONE!
* Vertex texture coordsDONE!
* Attachments 90% they arent linked to their bone
* Submeshes TO DO
* Texture Units (they are needed for models with more than one texture right?) TO DO
* Cameras TO DO
* Animations TO DO last thing I will implement xD
* Et cetera... xD TO DO
Exporter: TO DO

I'm thinking of making a modifier plugin which will hold all the data and then the export will take that data into an M2...

I don't know what modeling programs you are using, but if this works we won't need all the different programs we have now to change little parts, everything will be included in 3ds max.

Please report any bug :P

doresain:
why writing a importer/exporter plugin for a closed source program?
make a plugin for an opensource program and release source code, a lot of people may be interesting to the project and help you to development
:D

hornobster:

--- Quote from: "doresain" ---why writing a importer/exporter plugin for a closed source program?
make a plugin for an opensource program and release source code, a lot of people may be interesting to the project and help you to development
:D
--- End quote ---
because I've always used 3ds max and gmax.... I tried to learn blender what it was too difficult xD

Laniax:
Huge props for this, exactly what we need.

I dont know to much about maxscript, but i've been modelling and animating in 3dsmax for years, if you need any info. let me know.

Garthog:
LOD means level of detail yep. It's the file that the object looks better when you get closed !

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