XFogset and 3DSMax

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Re: XFogset and 3DSMax

Postby Deledrius » Wed Sep 04, 2013 9:41 pm

Karkadann wrote:I was wondering if one of you guys could add the PythonFor3dsmax17b.zip file download to the Wiki page with some simple instructions on how to install them.

What is it and what does it do?
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Re: XFogset and 3DSMax

Postby Karkadann » Thu Sep 05, 2013 12:19 am

They are some of the py and the pyc files used for the game engine.
As far as what they do, they make things happen in your Age

I have figured out a few like FogSet, which adds fog to your age, or xFogDistTweener which is a way to make the fog get thicker and thicker as you walk around using two fog regions of different densities or Point a object and point b object as they are refered to. the xAgeSDLBoolShowHide which is what I used in the Minkata soccer feild to make two versions of it, it also contains pythons for levers, journey cloths, the KI, everything from soup to nuts its just a matter of figuring out what their for, how they work, how to set them up, and what/how you can use them for in your Age.

they actually look like the ones from your H-uru GitHub which is what I was poking thew to figure out the xFogDistTweener python.
they definitely add a lot more options as far as age creations is concerned and would be very helpful for any Max/Plasma users,
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Re: XFogset and 3DSMax

Postby Deledrius » Thu Sep 05, 2013 4:37 am

I know how Plasma uses Python. :lol: I was asking about that zip you keep talking about. So it's just an archive of the freely available scripts? I don't think that needs a special page on the wiki...

Oh, and you're wasting space sending around the pyc files in it. Those are automatically generated from the py files when used.

Karkadann wrote:They definitely add a lot more options as far as age creations is concerned and would be very helpful for any Max/Plasma users,

Well, you're supposed to be using those, so it's not surprising. That's the sole reason they exist! :oops:
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Re: XFogset and 3DSMax

Postby Karkadann » Thu Sep 05, 2013 10:31 am

that is the way It was when I downloaded it from the guildofwriters forum or perhaps it was some other Myst On Line associated forum
or I may have change the name of the zip file to something I could understand Im really not sure now.
in addition I was under the impression that you needed both the py files and the pyc files for max to recognize the file and put them in the drop down menu in python component it but I could be wrong.
also I found it shortly after the plug-ins where released but before open source was released. Why it vanished seems to be a complete mystery.

I just thought it would be a good idea because it gives you a whole boat load of pythons to choose from with no errors that you dont hafta write yourself.

No biggy thank you for taking the time to explain this to me Deledrius
Back on topic Im kinda wondering about Jakuru and his fog
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Re: XFogset and 3DSMax

Postby rocketdog » Thu Sep 05, 2013 8:35 pm

Actually Krakadann, Jaruku and I are working together on ages, Jaruku uses Blender and I use 3ds max, Jaruku was asking you this question for me. I thought it would be easier if I just contacted you myself.

Let me tell you where I am. I downloaded the PythonFor3dsmax17b.zip file, I unzipped the file, In that unzipped file there Is a folder named “Python,” in that folder there are two folsers “Plasma” and ”system” along with lots of Python .py and .pyc files. The Second “Plasma” and “system” folders also both contain lots of Python .py and .pyc files.

I then placed the unzipped folders and files into what I think you are referring to as the max export folder and along with the dat folder, (See picture below) when I go to the python dropdown in 3ds max there is still no files showing.

I have a copy of python on my computer 2.7.5 do I need a different v of python? Is it even required? Any other ideas.
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Re: XFogset and 3DSMax

Postby rocketdog » Thu Sep 05, 2013 9:50 pm

Krakadann here's a screenshot of the warning I get.
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Re: XFogset and 3DSMax

Postby Deledrius » Thu Sep 05, 2013 9:54 pm

Karkadann wrote:also I found it shortly after the plug-ins where released but before open source was released. Why it vanished seems to be a complete mystery.

I'd guess it disappeared because it's several years obsolete. If it's that old, then it's probably still got a lot of bugs in it that have been fixed in the years between. You might want to update that (especially if you want to take advantage of the fan age fixes we've made to simplify things for MOULa fan ages).

Karkadann wrote:I just thought it would be a good idea because it gives you a whole boat load of pythons to choose from with no errors that you dont hafta write yourself.

As I said, yes, you're supposed to be using these. Doing otherwise would be like building your age by hand-editing the hex values in the PRPs... you can do it, but why would you? ;)

Karkadann wrote:No biggy thank you for taking the time to explain this to me Deledrius

No problem. :)


rocketdog wrote:Krakadann here's a screenshot of the warning I get.

I get that too if I use Cyan's original plugin release instead of a later build that's had that error fixed.
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Re: XFogset and 3DSMax

Postby Karkadann » Thu Sep 05, 2013 10:25 pm

Im not a coder by any means but I never had those issues with the pythons I posted in my earlier post probably because all the software I use to create ages is outdated.
The plug-ins I use are for Max 7 Im assuming the pythons are for the Max 7 the plug-ins, its all the unaltered Cyan stuff. I could never get the other plug-ins working.
I try and stay away from the bleeding edge of technology cuz its usually full of bugs. I like to wait for technology to age a few years.
It gives the people who enjoy being on the bleeding ege of technology (a much needed bunch of problems solvers) a chance to work out the bugs and stabilize it.

The New Open source shards and the older shards like the DI shard might be a good example.
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Re: XFogset and 3DSMax

Postby tachzusamm » Fri Sep 06, 2013 1:18 am

Software isn't like wine. Wine becomes better if you leave it in a dark room, untouched for years. If you store software on a harddisk for years without doing any maintanance to it, it does not get better.

What the GoW does is, it maintaines those python scripts. Detect bugs and remove them. This isn't "bleeding edge of technology", because the provided functions are untouched. (But I assume you were referring to newer MAX versions when talking about bleeding edge.)

You can find a continuously maintained version of those phyton scripts here:
https://github.com/H-uru/moul-scripts

Karkadann wrote:The plug-ins I use are for Max 7 Im assuming the pythons are for the Max 7 the plug-ins, its all the unaltered Cyan stuff.

Only the python files in the system folder are used as an interface to the plugin or to support Max.
Files in the main python directory, like xSetFog.py or xFogDistTweener.py have nothing to do with Max, no relation to the plugin. These files serve only the purpose to provide funtionality we need in URU/MOUL.

By the way, the files from your archive aren't "released" by Cyan - they are reverse decompiled by drizzle from game files.
The files in github are derived from a Cyan release, you can see this by the fact that the name of the original author is written in the file, together with comments - which is not the case in the decompiled version.

I should mention though that the github files don't have the python glue added at each file; I don't get why or if this is a problem. I don't use Max.
Maybe someone else could explain why this python glue appendices are missing in the files. Is it automatically appended elsewhere, maybe?
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Re: XFogset and 3DSMax

Postby rocketdog » Fri Sep 06, 2013 8:46 am

OK I was able to get xFogSet to show up one time and one time only, repeating the same process does nothing. Whatever the problem is I cannot find it. So It’s time to try something else.

Can anyone tell me if they have used Py3dsMax by Blur and does it work any better then the 3ds Max process?
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