NS2 Collada plugin and Max 2012
Hey guys,
Hopefully this post isn't in the wrong area and I'm hoping this hasn't been asked on here before. I was trying to search the forums but was having trouble finding info on this.
I'm working on a map for NS2, nothing too serious, yet!
I want to import some custom models I made for the map but I'm having trouble getting the NS2 Collada plugin to work with 3Ds Max 2012. I did some looking around online and found the NS2 team uses Max 2009. Is there any workarounds that you guys know of?
I've tried OpenCollada but haven't had much luck, and I don't really have any older versions of Max. Pretty sure I have 2008 laying around here somewhere but I doubt that will work.
Any help would be greatly appreciated, thanks!
- Hogbro
Hopefully this post isn't in the wrong area and I'm hoping this hasn't been asked on here before. I was trying to search the forums but was having trouble finding info on this.
I'm working on a map for NS2, nothing too serious, yet!
I want to import some custom models I made for the map but I'm having trouble getting the NS2 Collada plugin to work with 3Ds Max 2012. I did some looking around online and found the NS2 team uses Max 2009. Is there any workarounds that you guys know of?
I've tried OpenCollada but haven't had much luck, and I don't really have any older versions of Max. Pretty sure I have 2008 laying around here somewhere but I doubt that will work.
Any help would be greatly appreciated, thanks!
- Hogbro
Comments
I can export a .dae with OpenCollada , and it seems to build properly in builder, but when I open the .model file in Veiwer, I get nothing.
Can't figure it out, hmmm
Any particular boxes you check when exporting from Max with OpenCollada?
That should, in theory, work, provided you have set up your .material and .model_compile files properly. The fact that you can see your .model file says to me that your .model_compile file is ok.. So perhaps its your .material. Which shader are you using? Also have you specified a diffuse, specular and normal map?
Just trying to figure out the problem! Best of luck.
Open the DAE in Notepad, then look for "library_images". Make it look something like this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--><library_images>
<image id="ID7">
<init_from>mymodeltexture.psd</init_from>
</image>
<image id="ID28">
<init_from>mymodeltexture_other.psd</init_from>
</image>
</library_images><!--c2--></div><!--ec2-->
These materials have to be in the same folder as the DAE for this to compile properly.
<ul><li>modelsrc/mymodel.dae</li><li>modelsrc/mymodel.model_compile</li><li>modelsrc/mymodeltexture.psd</li><li>modelsrc/mymodeltexture.material</li></ul>
The .material file: (maybe use "shaders/Model.surface_shader" instead), but this does work.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->shader = "shaders/Level.surface_shader"
albedoMap = "models/mymodeltexture.dds"
normalMap = "materials/dev/dev_normal.dds"<!--c2--></div><!--ec2-->
The .model_compile file:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->geometry "mymodel.dae"<!--c2--></div><!--ec2-->
Of course you should be using your own folder rather than route models/...
I then tested max2009 with using collada plugin ns2 comes with it works flawlessly, did the exact same things as with max2012 but this time the material showed on my models.
Just use the older 3dsmax and it works ppl.
Though I suspect it would be easy to fix the problem with newer versions of 3dsmax aswell since the geometry does seem to compile but the models just comes with a blank texture.