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Post by aspiring3dmod on Jun 28, 2019 12:34:51 GMT
Hey forums!
Just wondering if anybody copied Badhorse tutorial for dealing with importing turrets onto ships in max?
Thanks!
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Post by Ducktrooper on Jun 28, 2019 21:09:03 GMT
I ve maid an script for the Stardestroyer including the Turrets but got some Errors. I ve trouble with the Turret fbx. Thr Barrel appears wrong.
Pictures an the link tomorrow.
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Post by Ducktrooper on Jun 29, 2019 12:06:37 GMT
Okay. The Stadestroyer_turretturbolaser_vehicle is the turret used in the Blueprint. That looks wierd to me so i made two different scripts. PF_StarDestroyer_Gameplay_01_just_sd_turrett....ms (5.5 KB) PF_StarDestroyer_Gameplay_01_just_corvus_aut....ms (5.03 KB) With the Autoturret_Corvus_mesh.fbx it looks better. I´ve tried to make an complete script but got errors. The Turrets imported wrong. The Barrel is in the wrong position. I think it´s a problem with the bones in the turret fbx. If i load only the turrets with the above scripts they appeare right. Test it how it looks for you.
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Post by BadHorse on Jun 29, 2019 18:27:52 GMT
Bones definitely have the potential to get scrambled by the script. For most of my script assemblies, I generally tend to delete the bones from composite meshes first. Which script version are you using? The newer revs (i.e. 3+) behave a little better (albeit still not perfect) WRT preserving pre-existing positioning.
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Post by BadHorse on Jun 29, 2019 18:43:24 GMT
And just in case it was lost when FacePunch-Thanos snapped his fingers, here's a link to the latest script rev: FrostyScript_V04At some point in the future I'll re-write the script walk-though instructions here in the help/tutorials section of this forum.
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Post by aspiring3dmod on Jun 29, 2019 22:26:20 GMT
Thanks both of you!
Sorry Ducktrooper i should have been more clear. I was referring to the Octuple barbette turrets
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Post by Ducktrooper on Jun 29, 2019 23:06:19 GMT
Thanks both of you! Sorry Ducktrooper i should have been more clear. I was referring to the Octuple barbette turrets Mmh. The Octuple Barbette Turrets are called Heavyturbolaser in Battlefront and are all the time intecrated in Badhorses Script V3 and V4. So what does your request mean. What do you need?
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Post by aspiring3dmod on Jun 29, 2019 23:20:46 GMT
Ok so i have my ISD mesh in 3ds max. I'm looking to add the turrets to my scene. Badhorse wrote a tutorial on facepunch but i didn't write it down :/
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Post by Ducktrooper on Jun 30, 2019 0:39:13 GMT
And just in case it was lost when FacePunch-Thanos snapped his fingers, here's a link to the latest script rev: FrostyScript_V04At some point in the future I'll re-write the script walk-though instructions here in the help/tutorials section of this forum. Yeah. i think thats an good idea. I prefer Script V3. I don´t know about the Prefab-addon in V4. It crashes the way Max is sorting the LOD_Levels. BTW: the script also works with obj files. You have only to change this MyFileNameTemp = MyObjName + "mesh.obj" importfile MyFileNameTemp #noPrompt using:OBJIMP
aspiring3dmod I guess i get you wrong. You were talking about max and adding to a scene. In max all models are called "scene".
With turretturbolaser_01.mesh.fbx my script works for all turrets.
PF_StarDestroyer_Gameplay_01_V4.ms (16.67 KB)
And if you change StarDestroyer_HeavyTurboLaser_01_mesh.fbx to stardestroyer_heavyturbolaserstatic_01_mesh.fbx the Heavyturrets should look right (better).
Or are you talking about the way to extract meshes out of an component Mesh to delete all unused Parts like damages?
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Post by aspiring3dmod on Jun 30, 2019 11:18:22 GMT
Thanks guys i think i know how to do now!, also is there a way to check which version of the script i have?, i am unsure if i am using v3 or v4. What are the differences between them?
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Post by BadHorse on Jun 30, 2019 15:59:16 GMT
Thanks guys i think i know how to do now!, also is there a way to check which version of the script i have?, i am unsure if i am using v3 or v4. What are the differences between them? Only way to know the rev level right now is to compare the script content. If I were a professional coder, I'd probably know to add the rev info to the header comments. Maybe next rev ... if there ever is one.
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Post by aspiring3dmod on Jul 3, 2019 15:28:18 GMT
Should i rename the .fbx or in the excel script?
Also any of you know where the corvus mesh is located?, i have the landing gear, hangar, turrets etc.. but not the full exterior mesh
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