Male & Female .Max models released !

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Re: Male & Female .Max models released !

Postby Nigogu » 17 Jan 2014, 18:03

RogerF wrote:Manutoo, this is too complicated.
Why do we have to extract this files to the game with all sorts of programs, while you can just add them to the game in the next update, so we wont bother with this..? :roll:

That would be great, but i think he will let all this for TE4, and it won't come in the next 2 years... :whistle:
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Re: Male & Female .Max models released !

Postby miharu0607 » 17 Jan 2014, 18:07

Nigogu, have you bought game?



RogerF - you will have to wait till Petey/Ayu/Hele relase their patch, but I understand your anger as I've spent six hours yesterday trying to export it, and I failed, but don't forget that Manu has his own real life too, and if he would accept every request of adding something to the game - game wouldn't be 40mb of install file, but 5GB, and the quality of some additions would be crap.
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Re: Male & Female .Max models released !

Postby manutoo » 18 Jan 2014, 05:32

miharu0607,
I don't think the issue is related to the hardware (ie: your 3D card or your PC), or the renderer as it's not used to export.
So it's about software, but I think we checked the Max version, the plugin version (I guess you checked at least 10 times by now ;) ; and Hele has same problem as well), and it's not TE version either as you can load my .x without problem...

1) So the only thing left I can think about is that I have the SDK of DirectX on my PC. I have no idea why it would change anything, but try to install it on your PC, just to be 100% sure it doesn't come from that => http://www.microsoft.com/en-us/download ... px?id=6812 (the plugin uses DirectX functions, but normally they should work the same with or without the SDK).

2) If it doesn't fix anything, could you send me the .x file you get when you export the original ( = totally unmodified) PlayerFemale_Hi#7.max ? I'll compare the result with mine, maybe it'll give me some hint at what's going on.

3) And lastly, when you export the male model, does it work ? Or do you get the same lightning & texturing problem ?

peteypan,
I don't know if 3DS Max 8 is available on Mac, but anyway, the export plugin requires Windows, and only the Windows version of TE can convert to .Smx used by TE Mac, so you'll need help of someone with Windows (or install Windows with Bootcamp on your Mac). I'll add the .Smx conversion to the TE when the exportation issue will be fixed...

RogerF,
this is game development stuff and it requires to be able to manage a few things...
If you're talking about having new hair styles in the game, I'll gladly add miharu0607's ones, if he allows me to, and if they're fully compliant with the current standard (ie: have hair available for each kind of hat ;) + the low poly count version)
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Re: Male & Female .Max models released !

Postby miharu0607 » 18 Jan 2014, 10:31

I haven't been trying yet with male model - but during summer it was exactly the same, depending on a settings - in shadow/sunrays.
Another thing that comes to my mind is Direct X version... also windows version - I guess I have the latest one direct x and 7 64-bit.

Those model glitches look like it's a result of some lighting problem, but with default settings it shouldn't be an issue. My experience with max is small, I've just made about 200-250 buildings for Sim City4, but thanks to that I know the basics of modelling, which are quite useful with hair-making, but there was a different plugin to export them and such things hasn't occured - maybe when there were too much glow/diffuse on texture.

I'm downloading the big file with my unstable wi-fi, I am going to try it out in a few hours xD
The thing I've noticed - my .x file has different size. But sure - I am going soon to export that one and I will add .x file here.
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Re: Male & Female .Max models released !

Postby miharu0607 » 18 Jan 2014, 11:11

I have reinstalled 3ds max and now kwxporter is not loading again :lol:
Error - 5/126.


I think i am going to use my dad's computer - cause he is still on xP ;]
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Re: Male & Female .Max models released !

Postby manutoo » 18 Jan 2014, 11:19

miharu0607,
I also have Win7 64-bit. But the plugin was also working on my XP computer, 4-5 years ago.
Another possibility : load the .max, then go to Customize -> Unity Setup ; check that "Metric" is selected, and "International" is set for "Lighting Units" ; then click on "System Unit Setup" , there normally you should have "1 unit = 1.0 cm". Normally these settings are saved with the files (I think), but if your default settings use different units, you may have been prompted to switch the units in the file and maybe you have accepted to do so.
The current lighting issue looks like the normals are wrong. With your exported .x, at least I could be sure it's that.

For "Error 5/126", my guess is that you didn't reinstall the SP3 ..? :unsure:
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Re: Male & Female .Max models released !

Postby miharu0607 » 18 Jan 2014, 12:05

I did:
Image

Settings in Units Setup are correct.

Will try again on XP, brb in 30m :p
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Re: Male & Female .Max models released !

Postby miharu0607 » 18 Jan 2014, 12:32

Another failed attempt - both on Xp and 7... using everything you've said :(
Anyway - this is the final version of new hairstyles (15 in total with default ones), so maybe you could export it for Win and Mac, and send me it via PM. That would be the last one request related to female hair :) Then just with the male hair :)
https://www.mediafire.com/?03obrbafgmw4dc7
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Re: Male & Female .Max models released !

Postby Hele. » 18 Jan 2014, 13:17

manutoo, I tried to export those miharu's hairs and this is what I got. When I just change style it changes color but model is same for all 31 hair!
Should I change something in gamesys??

Image

When I start autodesk with copying both-secundary files for kwxporter in first post from rar it says mistake (because when I copy just one file [kwxporter.dle] it doesn't work at all. I mean I do not get even chance to have .x opportunity in export options). it only works (still with this mistake with kwxporter-bak.dle in stdplugins).

Image

Anyway, those are my "default" options when exporting

Image

This is my exported playerfemale.x with those miharu's hairstyles ;)
http://i653.photobucket.com/albums/uu25 ... ure2-3.png

Eventually, if problem is in gamesys
https://www.mediafire.com/?9cqbm787y88y7ak

Please can you detect problem and tell us how to export that we can make more hairstyles and export them correctly to not bother you everytime with exporting. ;) ;)

Additional question (not connected with this "exporting problem")

Can you suggest me some way to import .package files in 3ds max. Or maybe some software that can import it as .package and export as .3dsmax. Sims 2/3 are games with zillion of hair meshes and it can be our "hair eldorado" if we find out how to change those extensions. ;)

I want so desperately those braid mesh in TE!
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Re: Male & Female .Max models released !

Postby miharu0607 » 18 Jan 2014, 13:26

Model is the same, because you have to add new hair meshes to female.ini.
Also the models made by someone else, shouldn't be used in any other game as they are under copyrights.
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Re: Male & Female .Max models released !

Postby Hele. » 18 Jan 2014, 13:40

miharu0607 wrote:Model is the same, because you have to add new hair meshes to female.ini.
Also the models made by someone else, shouldn't be used in any other game as they are under copyrights.


Ohhh...and how to do that? :( :(

I have read copryright policy of this author! S/he told anyone can do whatever wants with her/his creations (more: http://modthesims.info/m/21247).
I wouldn't (and didn't plan to) use "forbidden" creations or if I really want them, I would ask for permission (I also have account there).
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Re: Male & Female .Max models released !

Postby miharu0607 » 18 Jan 2014, 13:49

Like I've told you on TF - my biggest concern about Sims2/3 hair meshes is that they are rather very high-polygon. I mean that just one hair mesh is 6-9MB, and here the whole model with all clothes/haircuts/body is less than 2.5MB :P

you just have to write in female.ini hair08 hair09 hair10
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Re: Male & Female .Max models released !

Postby Hele. » 18 Jan 2014, 13:50

miharu0607 wrote:Like I've told you on TF - my biggest concern about Sims2/3 hair meshes is that they are rather very high-polygon. I mean that just one hair mesh is 6-9MB, and here the whole model with all clothes/haircuts/body is less than 2.5MB :P

you just have to write in female.ini hair08 hair09 hair10


I know...but still maybe something can be done :( :( :( . We can't lose anything if we try. ;) ;)

Okkk, thank youuu! :D
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Re: Male & Female .Max models released !

Postby miharu0607 » 18 Jan 2014, 14:04

I think we should wait for Mana, maybe he will export the file once again in both windows/mac versions, and Peter is going to use nice textures :) So that braid/plait won't be needed :P
Also note one thing - it's quite long, and it's hard to rig it the way that he won't be sticking out trough chest of a player :ras: :oh: TF smileys would be useful here hahaha
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Re: Male & Female .Max models released !

Postby manutoo » 19 Jan 2014, 04:59

Hele.,
do not use "kwxporter-bak.dle" . Only use the plugin I gave in this topic. Turn off your antivirus or add the plugin to its exception list.

I don't know how to load .package in 3DS Max. If it's supposed to work with 3DS Max, but not with the 8, it might mean it requires a more recent version of 3DS Max.

miharu0607,
did you manage to install DirectX SDK ? Did it change anything ?
Could you send me your .x file ? (bis ;) )

You can dl the patch (not the demo) and add this line, under [3dEngine] :
ConvertToSmx = 1
It'll convert on load (everytime! so set it to 0 once you're done with it) all the .x to .smx . In Video options, be sure to have Player Details on Hi, and also Shadows on Detailed or All if you need to convert the low poly count version.
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