Blender to 3dMax via age and prp files.

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Blender to 3dMax via age and prp files.

Postby J'Kla » Sat Aug 17, 2013 5:50 pm

Ok I am back after long break I have been doing some heavy graphical work with Blender figured it was about time I got back to some age building.

I was on line at MOULa the other day and was talking about age building, and mentioned I had a couple of ages that I had developed using Blender and the talk got around to 3dMax.

Now I have access to 3dMax and have had for some time but my ages were fairly complex and developed using Blender 2.49b and a while back I investigated moving them to 3dMax and found there were massive texture issues (For me). everything needed renaming and I had loads of ladders etc.

In the course of the discussion I was told there was now a way to take the Blender exported age and prp files and have them generate a 3dMax file.

If this is now posible can I get some pointers on where what is needed and how?
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Re: Blender to 3dMax via age and prp files.

Postby Deledrius » Sat Aug 17, 2013 6:07 pm

Perhaps they were meaning Transfusion, the tool I released a year and a half ago? It's not new, but it's what we use to convert the two Blender-made fan Ages which are on Gehn (e.g. Tre'bivdil and Fehnir House; Vothol was made using Max). It hasn't been well-tested outside of those Ages, as there seems to have been no interest in it until quite literally this week for some reason, and it relies on libHSPlasma to perform the conversion, so it may or may not work on elaborate Ages. I've used it to partially convert Myst 5 Ages to MOULa privately, too. I believe Luna was working on a simple GUI for it last week as well, but it's not yet complete AFAIK.

Anyway, my script just loads up the Age and saves it out in the chosen format using the automated conversion process afforded by libHSPlasma, so its support is as robust or limited as the library itself. Feel free to open Issues on libHSPlasma for objects which don't convert correctly.

Aside from that, you'll want to make sure the normals on your collision surfaces are facing in the direction they should impart force (they're double-sided in Uru:CC but single-sided in MOULa, so direction matters) and if you use any OfflineKI function (such as journals) you'll need to fix your Python to use standard MOULa Python features (or write replacements if necessary).
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Re: Blender to 3dMax via age and prp files.

Postby Christopher » Sun Aug 18, 2013 1:01 am

There is currently no way to import PRPs into 3ds Max if you mean this. I was working on one, but had some problems with it.

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Re: Blender to 3dMax via age and prp files.

Postby cskid13 » Mon Aug 26, 2013 11:55 am

Deledrius wrote:Perhaps they were meaning Transfusion.


This is exactly the tool I've been looking for! No need to switch to Max (probably).
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