how do i export a 'sod' using 3ds max 9

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posted on March 11th, 2013, 4:49 am
Hey!

So, after quite a bit of tweaking and tears, I have managed to use 3ds Max 9 to import some .alo flies. The end goal, of course, is to turn these files into .sod files.

After I have imported my .alo file, I try to export the file using the A2 exporter script I downloaded from the 'modding' guide at this site. The screen allows me to save the file, but as soon as I click 'save' I get an 'export error' message.

Does anyone know what I'm doing incorrectly? I'm a coder, but I've never worked with 3d models before, so assume that I have no idea how to use 3ds Max when you answer.

Thanks!
Ywingdriver
posted on March 11th, 2013, 5:46 am
update: I have tried to convert the .alo files to .3ds files and then open them in 3ds max 2013. Unfortunately, this doesn't solve the problem, because the SOD exporter does not put any information into the files it exports.
posted on March 11th, 2013, 12:56 pm
Hi YWing Driver,

Do you get the "Export Error" message box? If so, can you upload your model in 3dsmax 2012 (or earlier) format, and I'll have a look at it? Most likely this is a problem with materials. You may also have to set up the hierarchy. Unfortunately, the way the script handles errors at the moment is not very helpful, and I can only help people with export problems by looking at the models individually. Hoping to update error handling at some point.

Mr. V
posted on March 11th, 2013, 7:45 pm
Thank you so much for your reply! Here is one of the files, most are much larger.

It wouldn't let me upload a 'max' file so I renamed the extension to .txt. Just change it back after download.

Attachments

ImpShuttle.txt
(1.51 MiB) Downloaded 336 times
posted on March 11th, 2013, 11:09 pm
Just as a matter of principal, what file exactly are you trying to import?? ALO files (Star Wars Empire At War standard self contained 3d model files), particularly the stock models contian alot of additional information which the 3d max importers can have some stability problems with. Firstly they contain several additional sub meshes which are children to the main parent mesh. Secondly the main skeleton bone structure for such things as hardpoints, whilst being fairly close to SOD formatting, still has a couple of unique properties to it. One of these is a specific engine exhaust glow (PE sub files which are linked via XML programming to the parent mesh, but locations are identified by the locations in the skeleton).

If you can afford it I would suggest getting hold of Ultimate Unwrap 3d. Its a program I tend to use for directly importing ALO files and it imports in one go with only the 3d shaders removed. Its an easy matter to just uncheck the unwanted sub meshes and reexport to a more "friendly" format.

Aside from this method of importing files there are other places you could obtain some pretty half decent meshes from.
posted on March 12th, 2013, 5:23 pm
Looking at the model, there are only a few things that would definitely cause problems, but nothing that a bit of tweaking can't resolve.

1. The bone structure can not be used in Armada, as MajorPayne mentioned. You should delete any bone structures and replace with point helpers.

2. There are also "Helper Stand-in" type of nodes. I'm not sure what those are, but they too have to be replaced with standard point helpers.

3. The names of nodes have to follow Armada guidelines. For example, if you want a white strobe light on the wings (as is on the orignial model), replace the Helper Stand-in named "p_blink_white" with a point helper, named "s_whitestrobe", or "s_whitestrobe_##" if several are used. The names of stobes and lights sprites are in the sprites\lights.spr file (or anywhere in the sprites files really, but the stock lights are here).

4. Delete the animation channels on all objects. I think the animations did not import properly. In any case, you can check what the animation looks like by clicking on the "play animation" triangle.

5."Root" node is a geometry node. In Armada, this must be a point helper.

6. There are no materials defined in the model. You will be able to export the model, but the model will be black/white... not sure.

Conclusion... you can make this model compatible wit Armada, but it'll take some work. I don't think there's an easy importer/exporter that can do this entirely for you.

If you're interested in making this work, I strongly advise reading the documentation that is included with the exporter scripts.

Good luck :)
posted on March 12th, 2013, 6:49 pm
Awesome, thanks for the help! I'll post results if I am able to get this to work.
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