Please, include that gorge in the next build, so I can replace my normal gorge model with it. It looks so frigging sweet!
Have not watched further yet, but don't worry, I will.
EDIT 1 Is that "Give Game" bookmark some thing you can use to give people the game for free? Do you do that so often you actually need it bookmarked? xD
EDIT 2 Even his name is awesome. Gorggles :)
EDIT 3 Ok, I finished watching all of them. Informative, although I got this eerie feeling I seen a tutorial video about the builder before. Also, why is one text file named "model_compile", but the other is named "material" (why not "material_compile")?
Also, I never done modelling, so I am curious as to how you create the attachment points. Is that done in 3DS_max, or is it something you can easily do on existing models? I am wondering because of this <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114164" target="_blank">thread</a>
I bet you just thought about what to mod for like 10 seconds and you didn't realize how freaking awesome it would be to everyone. This should be added somehow(:
BTW great job on the tutorials. You should just do a really fast rerun of what you went through at the end so you can double check you got everything and so everyone else can remember what you said better!
So you were playing the XCOM game series :) ?.Its in my top 10 games list of all times and still playable nowadays (18 years old games). Only "Ufo Enemy Unknow" is missing there the first part of this triology :)
<!--quoteo(post=1862083:date=Jul 20 2011, 10:19 PM:name=Raneman)--><div class='quotetop'>QUOTE (Raneman @ Jul 20 2011, 10:19 PM) <a href="index.php?act=findpost&pid=1862083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Screw it, I want that gorrgles as the alien special edition bonus. Who's with me? It's just so cute.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1 For this. He looks GREAT! Who is to say gorges are not hoarders?
Also, thanks very much for these Brian. Looking forward to future tutorial vids! :D
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
This is great, just what I needed. But there's a problem.
When trying to load the plugin in MAX I get this
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->DLL <D:\\NS2_Projects\ColladaMax.dle> failed to initialize. Error code 193 - %1 is not a valid Win32 application.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am running windows 7 ultimate 64-bit sp1. And my version of MAX is 2012(student license, that shouldn't matter?). So my question is does anyone know how to solve this? Any help appreciated!
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
Thanks Floodinator. I looked at it but I can't really find anything tied to the ColladaMax.dle in the registry. Dunno if that's the problem. Could it be that my version of MAX is too new?
Just a warning note: as of Build 202, with the new material system, the .material files use a different syntax - check the model files in NS2's directory to see how they're written. This threw me for a good loop while following the the tutorial.
And Kabelen, that error simply says that the plugin is incompatible with your version of Max since yours is 64bit, and the plugin was written for 32bit. Use the latest OpenCOLLADA plugin instead (Google it) - there is a 64bit version of it.
Getting same error with 32-bit windows 7. using 3ds Max 2012. I have tried the opencollada installation but it wont allow me to load the colladamax plug in. Anyone find a solution?
ChopsUW Technical Artist (and Store Guy)Join Date: 2009-08-06Member: 68373Super Administrators, NS2 Developer, Pistachionauts
Currently we still use 3DS Max 2009 to export models. We surely want to improve the compatibility of our plugin and have considered things like using FBX, but its still on the drawing board. It's my primary concern right now to improve the custom model mod scene and I think this is the main feature holding modders back, however Max is a busy man and it's a bit of a daunting task to rewrite the exporter.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
It might be more better for Max to release or write up a document describing the model format in great detail. I bet there are quite a few existing model exporters out there that could be modified to work with Spark.
I'd like to see the workflow streamlined a bit. It seems very similar to how things worked with source when I was using it, export, write compile scripts for the model, write material files, compile the model and get everything into predetermined directorys before it will work in-game.
From an artist's point of view, it's doable, but it feels a bit outdated compared to that of say UDK were it's simply export -> import.
ChopsUW Technical Artist (and Store Guy)Join Date: 2009-08-06Member: 68373Super Administrators, NS2 Developer, Pistachionauts
If anyone has collada files that aren't working from other programs or versions of max, please send them to me at brian(at)unknownworlds. I only need the .dae files but if you are willing to send the source file as well that could help.
I'm using the OpenCOLLADA plugin followed the tutorial but end up getting this message: 1> C:\Users\howard\Desktop\Howser\floorpan1.model 1> Error: Couldn't load 'C:\Program Files (x86)\Steam\steamapps\common\natural selection 2\compilemodel'
is this caused by my launchpad/src file setup or by some OS/computer related issue.
I launched Launchedpad as admin.... no love! please help!
It appears to be under very similar conditions to what Kabelen describes earlier in the thread.
I'm using Windows 7 x64, Max 3d 2013 student and I downloaded and installed the latest Opencollada_3ds_Max_1.3.1_x64 but it hides in Softimage and no collada plugin appears in the list as far as I can find.
Unfortunately that means I'm unable to go beyond that part of the tutorial so I haven't created anything to send you.
I understand it's probably a fulltime job keeping up to the changes Autodesk makes so we may be waiting a while for full compatibility.
Comments
Have not watched further yet, but don't worry, I will.
EDIT 1
Is that "Give Game" bookmark some thing you can use to give people the game for free? Do you do that so often you actually need it bookmarked? xD
EDIT 2
Even his name is awesome. Gorggles :)
EDIT 3
Ok, I finished watching all of them. Informative, although I got this eerie feeling I seen a tutorial video about the builder before.
Also, why is one text file named "model_compile", but the other is named "material" (why not "material_compile")?
Also, I never done modelling, so I am curious as to how you create the attachment points. Is that done in 3DS_max, or is it something you can easily do on existing models? I am wondering because of this <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114164" target="_blank">thread</a>
BTW Notepad++ is a great free text editor that does color coding for all kinds of languages.
Failing that, get us the mod source files so we can make a server plugin for it.
BTW great job on the tutorials. You should just do a really fast rerun of what you went through at the end so you can double check you got everything and so everyone else can remember what you said better!
So you were playing the XCOM game series :) ?.Its in my top 10 games list of all times and still playable nowadays (18 years old games).
Only "Ufo Enemy Unknow" is missing there the first part of this triology :)
Greetings !
+1 For this. He looks GREAT! Who is to say gorges are not hoarders?
Also, thanks very much for these Brian. Looking forward to future tutorial vids! :D
Any solution for this?
I don't have a license for max 2009 so its not an option for me.
When trying to load the plugin in MAX I get this
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->DLL <D:\\NS2_Projects\ColladaMax.dle> failed to initialize.
Error code 193 - %1 is not a valid Win32 application.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am running windows 7 ultimate 64-bit sp1. And my version of MAX is 2012(student license, that shouldn't matter?).
So my question is does anyone know how to solve this? Any help appreciated!
<a href="http://www.technipages.com/error-193-1-is-not-a-valid-win32-application.html" target="_blank">http://www.technipages.com/error-193-1-is-...pplication.html</a>
Maybe it helps.
But if you google your problem I see alot of ppl having the sameproblem.
Some suggest to use open collada or trying to run the program in compatibilty mode or even installing the 32bit version instead of the 64bit.
You need brians or one of our comunity members to show up with a good solution.
And Kabelen, that error simply says that the plugin is incompatible with your version of Max since yours is 64bit, and the plugin was written for 32bit. Use the latest OpenCOLLADA plugin instead (Google it) - there is a 64bit version of it.
I have tried the opencollada installation but it wont allow me to load the colladamax plug in. Anyone find a solution?
From an artist's point of view, it's doable, but it feels a bit outdated compared to that of say UDK were it's simply export -> import.
Thanks!
1> C:\Users\howard\Desktop\Howser\floorpan1.model
1> Error: Couldn't load 'C:\Program Files (x86)\Steam\steamapps\common\natural selection 2\compilemodel'
is this caused by my launchpad/src file setup or by some OS/computer related issue.
I launched Launchedpad as admin.... no love! please help!
<img src="http://i1187.photobucket.com/albums/z394/enhaxed/max2013colladans2pluginerroredit.jpg" border="0" class="linked-image" />
It appears to be under very similar conditions to what Kabelen describes earlier in the thread.
I'm using Windows 7 x64, Max 3d 2013 student and I downloaded and installed the latest Opencollada_3ds_Max_1.3.1_x64 but it hides in Softimage and no collada plugin appears in the list as far as I can find.
Unfortunately that means I'm unable to go beyond that part of the tutorial so I haven't created anything to send you.
I understand it's probably a fulltime job keeping up to the changes Autodesk makes so we may be waiting a while for full compatibility.