Development Blog Update - NS2 custom model importing guide

ChopsChops UW Technical Artist (and Store Guy) Join Date: 2009-08-06 Member: 68373Super Administrators, NS2 Developer, Pistachionauts
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  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    edited July 2011
    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>
  • PersianImm0rtalPersianImm0rtal Join Date: 2010-12-02 Member: 75414Members, Constellation, NS2 Map Tester
    Thank you for these awesome videos! I will make use of them!
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited July 2011
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    Good demos

    BTW Notepad++ is a great free text editor that does color coding for all kinds of languages.
  • RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
    edited July 2011
    Screw it, I want that gorrgles as the alien special edition bonus. Who's with me? It's just so cute.

    Failing that, get us the mod source files so we can make a server plugin for it.
  • saltybp53saltybp53 Join Date: 2010-07-22 Member: 72675Members
    Spark Total Conversion mods anyone? :D
  • wulfwulf Join Date: 2008-08-03 Member: 64749Members
    I think your chin is balding
  • inFamous FighterinFamous Fighter Join Date: 2011-07-09 Member: 109262Members
    edited July 2011
    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!
  • YotopiaYotopia Join Date: 2010-11-22 Member: 75176Members
    edited July 2011
    Very informative and funny videos !

    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 !
  • ObraxisObraxis Subnautica Animator & Generalist, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts
    <!--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
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Nice work Brian! I've missed Brian C blog posts!
  • HostelEffectHostelEffect Join Date: 2010-03-13 Member: 70950Members
    I just wanted to say, keep up the awesome work with the Spark engine mod tools. They are the most simple and fastest tools I've worked with.
  • DigitalPicturesDigitalPictures Join Date: 2009-12-27 Member: 69791Members
    Any way we can translate this to the 2011 version of max? I am guessing probably not till after 1.0 is released.
  • MooseMoose Join Date: 2003-05-13 Member: 16248Members
    I get an error when i try to load your .DAE plugin into 3ds max 2012.

    Any solution for this?

    I don't have a license for max 2009 so its not an option for me.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    You got a 2012 version during 2011? :S
  • vfn4i83vfn4i83 Join Date: 2010-05-10 Member: 71705Members
    edited September 2011
    Do Blender 2.59 Collada already got supported by SPARK Builder ?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Can't tell if the above post is spam or just a rookie internet user...
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 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!
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Did a litlle search on google and found this:

    <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.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 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?
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Can really help you, because I don't know MAX or collada.
    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.
  • AztlanAztlan Join Date: 2012-05-17 Member: 152242Members
    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.
  • PeacefulwarriorPeacefulwarrior Join Date: 2012-09-09 Member: 158825Members
    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?
  • ChopsChops UW Technical Artist (and Store Guy) Join Date: 2009-08-06 Member: 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.
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 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.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    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.
  • ChopsChops UW Technical Artist (and Store Guy) Join Date: 2009-08-06 Member: 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.

    Thanks!
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    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!
  • enhaxedenhaxed Join Date: 2011-01-03 Member: 76135Members
    When trying to load the NS2 plugin in MAX as shhown in the tutorial I get this:

    <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.
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