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Author Topic: Max Exporter  (Read 4177 times)
azuron
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« on: September 16, 2005, 10:15:34 am »

I used the max exporter of the september 3rd version of CS.

It's not stable right? coz it often has some grammar mistakes when exporting.

A window of max script that being executed would pop out and highlight the wrong sentence.

I am using Max 7. The situation is similar with max 6.

I just decided to use the old stable version of the max exporter, and prefer to use blend2crystal, too.
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jorrit
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« Reply #1 on: September 16, 2005, 10:26:55 am »

I used the max exporter of the september 3rd version of CS.

It's not stable right? coz it often has some grammar mistakes when exporting.

A window of max script that being executed would pop out and highlight the wrong sentence.

I am using Max 7. The situation is similar with max 6.

I just decided to use the old stable version of the max exporter, and prefer to use blend2crystal, too.

What do you mean by grammer mistakes? The script works as it is being used by the PlaneShift project.

Greetings,
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azuron
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« Reply #2 on: September 16, 2005, 10:33:39 am »

Well, I guess I'd better read the manul carefully first...

I thought everythong could be exported as long as I open the file and click the export button...

There seems to be many conditions to be fulfilled. Let me read through the manual first...

Jorrit, so you are sure that the max scripts do work in the PlaneShift teams?
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jorrit
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« Reply #3 on: September 16, 2005, 10:36:14 am »

Well, I guess I'd better read the manul carefully first...

I thought everythong could be exported as long as I open the file and click the export button...

There seems to be many conditions to be fulfilled. Let me read through the manual first...

Jorrit, so you are sure that the max scripts do work in the PlaneShift teams?

Yes I'm very sure. The script is made by the PlaneShift team.

Greetings,
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azuron
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« Reply #4 on: September 16, 2005, 10:37:53 am »

Thank you very much Smiley

Let me try it then.
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AF
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« Reply #5 on: October 05, 2005, 09:50:05 am »

Hehe, yes azuron, it is working perfectly.  In the top box you must manually type in the file path to save the file to ending in .spr (ie "C:\projects\game\folder\table.spr").  Then change the parameters (frame numbers, etc.) to  your need and hit export.  If it gives you an error about needing to fix the mesh then go into the uv unwrap editor, select all the verts, and hit break.  That should be about it.

 - AF
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