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Re: 3Ds Max Plasma pluggin
Posted: Sun Jul 20, 2008 7:26 pm
by Metabasalt1
So, has the 3ds Max Plasma Plugin been released yet by Cyan? If so, I would like to see it. I have the educational version of 3ds Max, so I would like to play with it. The educational version only cost $400, so if you are a teacher, student, etc. that may be the way to go. Actually can I use the educational version and not have to worry about licensing. I presume so, since I am not making money on any content I create.
Re: 3Ds Max Plasma pluggin
Posted: Sun Jul 20, 2008 8:08 pm
by Lontahv
When the plugin gets released you'll hear about it with great fanfare on the MOUL forum (or their "mouth"--GoMe)--I'm almost sure of it.
When the source of the plugin gets released I'm not sure about how they'll do that... you may have to keep checking the GoW to see when that gets released.
Don't worry about missing the plugin release. I'm betting it'll go something like this:
1) MO:RE gets opened to beta-ers
2) MO:RE has a big release (official)
3) We wait
4) We wait some more
5) We're about to go insane with waiting
6) We get the plugin and can use it in MOUL
7) We wait for the source
8) Source gets released the the Maintainers by accident
9) Plugin source dribbles to the Writers
10) etc. etc. etc.

Re: 3Ds Max Plasma pluggin
Posted: Sun Jul 20, 2008 8:21 pm
by Nadnerb
No, the no tools, code, or resources have yet been released by Cyan. So far they have simply said what they want to do in the near future (read: months) and set out a few basic guidelines for whatever we continue working on in the meantime.
Re: 3Ds Max Plasma pluggin
Posted: Sun Jul 20, 2008 10:38 pm
by Carterhawk
It seems to me that if cyan hands out any source code, it will probably come with an NDA and all kinds of restrictions. One of those could prohibit porting their IP to another platform. Granted I don't think Plasma is a particularly valuable piece of software compared to the big game engines, but cyan may not want the value of their 3dsmax plugins depreciated.
Re: 3Ds Max Plasma pluggin
Posted: Mon Jul 21, 2008 12:08 am
by Tsar Hoikas
Carterhawk wrote:It seems to me that if cyan hands out any source code, it will probably come with an NDA and all kinds of restrictions. One of those could prohibit porting their IP to another platform. Granted I don't think Plasma is a particularly valuable piece of software compared to the big game engines, but cyan may not want the value of their 3dsmax plugins depreciated.
No, they just spent 5 years developing the core of it with an additional 5 years of improvements the side. It's not worth anything at all
Re: 3Ds Max Plasma pluggin
Posted: Mon Jul 21, 2008 2:36 am
by Carterhawk
Tsar Hoikas wrote:Carterhawk wrote:It seems to me that if cyan hands out any source code, it will probably come with an NDA and all kinds of restrictions. One of those could prohibit porting their IP to another platform. Granted I don't think Plasma is a particularly valuable piece of software compared to the big game engines, but cyan may not want the value of their 3dsmax plugins depreciated.
No, they just spent 5 years developing the core of it with an additional 5 years of improvements the side. It's not worth anything at all
It's only worth something if you can sell it, either entirely or licensed. Since plasma is unlikely to experience either, it doesnt have much commercial value, nevermind the sheer number of successful free and commercial game engines out there. All i'm worried about is that cyan will over-estimate the value of their aging software and tie one hand behind the community developer's collective backs. that would suck, to be honest.
Re: 3Ds Max Plasma pluggin
Posted: Mon Jul 21, 2008 3:26 am
by Lontahv
Plasma WAS old... (it was started in ~1998 IIRC) but old things if they are tended to can be better than new completely newly written things. Plasma is cared for by Cyan, look at HexIsle and tell me that that's not a "modern" engine. What can't it do that other engines can do?
So, is there some real reason that Plasma is old and moldy in your opinion?
Plasma's engine is IMO far better than 2ndLife's. Also, how many of these game engines run on built-in graphics and DX9 (any more)?
I feel that the trend for most of these newer engines is to sell video cards.
Re: 3Ds Max Plasma pluggin
Posted: Mon Jul 21, 2008 1:04 pm
by diafero
Carterhawk wrote:It seems to me that if cyan hands out any source code, it will probably come with an NDA and all kinds of restrictions. One of those could prohibit porting their IP to another platform.
I'd have to search for the quote, but I'm quite sure Chogon said we were allowed to use the source to improve PyPRP.
EDIT: From the press conference (I don't know why the first answer is cut):
9:36 <Greypiffle>:To help support functionality, will we be allowed to ue the 3DS Plugins to create plugins for our favorite 3D application?
s as well as the binaries. That way some could write their own tools.
9:36 <Chogon>:next
9:37 <Greypiffle>:cool - thanks!!!
[...]
10:08 <Lontahv>:Chogon> When Fan-Created-Ages are allowed will you "legalize" pyprp... if you know what I mean. Because I've grown very used to Blender and comfortable with adding features to PyPrp and would like to continue.
10:08 melodilynn still wants that patio furniture for her relto Smile
10:09 <Nadnerb>:(ie, you have no legal way to create content, but we accept that it exists o.O)
10:09 <Simon_Bitdiddle>:I still want an Ikea Age.
10:09 <Race>:lol melo
10:09 <Chogon>:Yes. PuPrp will be one of the tools. When the source for the plugin get released then the authors of PyPrp can modify it to include more things.
And
this one regarding restrictions of distributing the code (it seems everyone should be able to get it without emailing or such but just agreeing to the terms).
Re: 3Ds Max Plasma pluggin
Posted: Mon Jul 21, 2008 1:41 pm
by Carterhawk
diafero wrote:Carterhawk wrote:It seems to me that if cyan hands out any source code, it will probably come with an NDA and all kinds of restrictions. One of those could prohibit porting their IP to another platform.
I'd have to search for the quote, but I'm quite sure Chogon said we were allowed to use the source to improve PyPRP.
EDIT: From the press conference (I don't know why the first answer is cut):
9:36 <Greypiffle>:To help support functionality, will we be allowed to ue the 3DS Plugins to create plugins for our favorite 3D application?
s as well as the binaries. That way some could write their own tools.
9:36 <Chogon>:next
9:37 <Greypiffle>:cool - thanks!!!
[...]
10:08 <Lontahv>:Chogon> When Fan-Created-Ages are allowed will you "legalize" pyprp... if you know what I mean. Because I've grown very used to Blender and comfortable with adding features to PyPrp and would like to continue.
10:08 melodilynn still wants that patio furniture for her relto Smile
10:09 <Nadnerb>:(ie, you have no legal way to create content, but we accept that it exists o.O)
10:09 <Simon_Bitdiddle>:I still want an Ikea Age.
10:09 <Race>:lol melo
10:09 <Chogon>:Yes. PuPrp will be one of the tools. When the source for the plugin get released then the authors of PyPrp can modify it to include more things.
And
this one regarding restrictions of distributing the code (it seems everyone should be able to get it without emailing or such but just agreeing to the terms).
Yay, thankyou ^_^, i feel reassured.
As to the question of Plasma, from what I understand MORE will be running an Older version, not the newer version hexile has. That puts it about on par with the original half-life 2 in terms of quality, and compared to a newer game like Oblivion or Crysis, yes, it looks older. I love photorealism in a game, and in some ways Exile trumps Uru graphically, but with lots of love and hard work, a myst game based on CryEngine2 would far outshine any myst game before it, as well as most of the FPS's out today. I can only hope that the limited developer staff left for MORE will be able to continue making improvements to it based on features available in newer plasma versions.
Re: 3Ds Max Plasma pluggin
Posted: Mon Jul 21, 2008 1:46 pm
by Jc1991
Regarding the 3DS Max plugin: Do we know what version it was written for? I have access to a copy of 3DS Max 2009 but the plugin obviously wasn't written with that in mind, so compatibility might be an issue.