Stannum

SOASE 3dsmax importer and exporter tool - Updated for Rebellion

SOASE 3dsmax importer and exporter tool - Updated for Rebellion

We don't need no stinkin' subtitle

New (beta) exporter!

-Support for Rebellion and maybe older expansions.

-Exports to the BIN format. Imports both BIN and TXT models.

-Much, much more improved mesh processing.

-'Tangent map problems' fix. This was an error with vertex normals that weren't being flipped when the model was.

TODO:

-Add model flipping on export so modeling in max is more natural.

-Import points too, so far its just importing the mesh.

-Stuff?


New version:
http://janvanderweg.com/SOASE/SOASE_Rebellion.zip

Installation:

Extract contents of the zip, except the example model, to: ../3dsmax/scripts/

Like with the old tool, run 'SinsOfASolarEmpire_Rebellion.ms' from the utilities tab and it should appear in the dropdown box.

Model setup:

Mesh as normal. Multi material works by applying max materials to the faces you want them on.
I haven't put in any y axis = up correction stuff so ships should be pointing upwards. (check the example file)
Instead of dummies for points you'll have to apply a skin modifier and use bones. See below for more info.

Material setup:

The new model format requires 5 textures per material:
    Diffuse map  
    Data (specular, self illumination) map
    Normal map
    Displacement map
    Teamcolor map

From what I've seen so far, the last two maps (displacement and teamcolor) aren't used so you can leave them blank. The tool uses the material map name, not the assigned bitmap for export. Here's a table to see which 3dsmax map is used for what:

        SOASE material map                                         3dsmax material map
        DiffuseTextureFileName                                    diffusemap
        SelfIlluminationTextureFileName                     specularmap
        NormalTextureFileName                                   bumpmap
        DisplacementTextureFileName                        displacementmap
        TeamColorTextureFileName                              filtermap

Point setup:

Instead of dummy objects the script now uses bones. Create the bones with the correct orientation and place them where you want. Name them as required by the game. Apply a skin modifier to the ship object and add all the bones to it.

A word on normal maps:

Since the gamemesh processor takes smoothing groups into account when generating vertex normals you can use smoothing groups. If you're using smoothing groups make sure the utility you're using to bake normals also supports them.

What is GameMesh?:

GameMesh is a max object preprocessor that calculates pretty much anything about models. It supports overly complex model setups, multiple materials, bone hierarchies for animated models, etc. It even takes smoothing groups into account!

 

 

 

 

 

 

OLD STUFF:

 

Not sure if many of you use 3dsmax but I started writing a maxscript tool that will export/import BIN/TXT soase .mesh files

Should work with most max versions since this is a maxscript tool, not a compiled one.

Current version: 2.0a

Download link:
http://janvanderweg.com/SOASE/SOASE_Maxtoolv2.0a.zip

WHATS NEW:

Lots!....
I rewrote the mesh splitting algorithm into a semi-modular meshsplitting maxscript file, splitmesh.ms
It should be a lot faster now and it supports more features such as:
-Smoothing group support
-Multitexturing support
-Much faster (I think)

Readme:
http://janvanderweg.com/SOASE/index.html

OLD INFO, still might be usefull:

Obligatory pic:
http://janvanderweg.com/SOASE/soase_pic.jpg

Installation:
Unzip the contents of the zip into your 3dsmax\scripts\ directory.

To run the script:
-Goto the utilities tab (hammer icon on the right)
-In the utilities rollout click on MAXscript
-Click on run script
-Find the SINS_Tool.mzp file and run it
-In the utility dropdown box select SOASE Maxtool
-Click on import/export

Note:
Soase uses an Y-up system. This means:
Max y = above -y = down
Max z = forward -z = back
Max x = left -x = right

Adding points:
-Use dummy objects for points, rotate them so they face in the direction you want.
-Link them to the main object. If you don't link them they will not be exported.

Materials:
-Diffuse texture uses the diffuse slot (really)
-Data texture uses the specularlevel slot
-Normal texture uses the bump slot
-Set the glossiness with the glossiness controller in the specular highlights area

Add a bitmap to each slot but don't point to an image file. Instead change the slot name to the filename:



Your final texture should look like this:

381,992 views 202 replies
Reply #126 Top
Not DBOX2, I meant which version of Stannum's SoaSE Maxscript tool i.e. v1.1 or v2.0a?
Reply #127 Top
Not DBOX2, I meant which version of Stannum's SoaSE Maxscript tool i.e. v1.1 or v2.0a?


I use the v1.1, they said this one is more stable.
Reply #128 Top
EvilleJedi, I have Max 8, and rerunning the script works for me. I'm not sure how you are doing it, but you have to completely reload the script, that's how I got it to work. When I export, these are the exact steps I take to export a model (it's a little cumbersome to have to do this, but I'm not complaining):
1) Open MAX Script
2) Click Run Script
3) Select SINS_Tool.mzp
4) Export your mesh and get that lousy error message
5) Close the MAXScript tab all the way back to the utilities tab
6) Repeat steps 1-3
7) Export your mesh and watch in awe as your TIE fighter destroys a Soverign Class
Starship with one shot.

I'm not listing these steps to treat you like you're a moron or anything, but I'm using the same version of MAX as you and I thought I'd let you know exactly what I'm doing to export a mesh. When I first tried to reload the script according to the tip a few pages back, I was just closing the tool out and re-opening it, then running it, to no avail; maybe that's what you were doing. When I started all the way back from opening the MAX Script, it worked. Hope it works for you, I know I don't have time to learn a whole new UI for a 3d program like XSI when I'm familiar with MAX. Good luck!
Reply #129 Top
Thanx man, I will give it another go tonight
Reply #130 Top
Blackhawk2000 how big in terms of Verts, Faces, Polys etc was your v2.0a export, and do you see the progress bar?
Reply #131 Top
The model I made was a simple tie fighter, just a ball with with a cylinder going through it with a hexagon on either end, just 332 polys. I'm not doing a Star Wars mod, I just wanted something simple to try to get into the game. And no, there is no progress bar, when I hit export, Max just sits there for about 20 seconds thinking, then a progress bar pops up on the screen for about a second and fills up, then I'm good to go.
Reply #132 Top
BUG Report...About weapon/hanger/special... point.
I've finished my new ship.
Weapon point work seems fine in my game, BUT bomb(planetbomb) point seems doesn't work, In game, the bomb launch from the center of the mesh!
Hanger point is also wrong...Fighters came from Univers instead inside the ship.
Exhaust point seems wrong too, it seems from the center..
Anyone has this problem too? Or Cuz i use the verb 1.1?
I can't use verb 2.0a for a script wrong about split mesh.(I don't know about MAX script...)
And the point 'Aura' is what? I don't know it's fuction, anyone tell me?
Reply #133 Top
1.1 works fine for me except shieldmesh. Game engine always decide shoot other side of shield made from max script(ex (*-O--)---->o shoot penetrate shield and hit other side of shield from inside)

And some mesh always detached from smooth group even there UV is connected.
Reply #134 Top
1.1 works fine for me except shieldmesh. Game engine always decide shoot other side of shield made from max script(ex (*-O--)---->o shoot penetrate shield and hit other side of shield from inside)And some mesh always detached from smooth group even there UV is connected.


Are you sure?
I've tested, just import a FrigateCarrier and Export, change nothing except defineed the texture file name.
And, fighters no longer build inside the carrier But came from deep space...
Reply #135 Top
I just bit the bullet and moved to XSI, I've got a quick pipeline down now and XSI is not that bad (plus it is officially supported)
Reply #136 Top
Hanger point is also wrong...Fighters came from Universe instead inside the ship.


This is what happens when they don't have a spawn point assigned, so you must be linking the points to the model incorrectly somehow. Also, and don't take me as being impolite, but the game engine is very very picky, its "Hangar" not "Hanger"

And the point 'Aura' is what? I don't know it's fuction, anyone tell me?


Its basically just another attach point for graphical effects. check the AbilityCeaseFire.entity for an example of it in use
Reply #137 Top
Hanger point is also wrong...Fighters came from Universe instead inside the ship.This is what happens when they don't have a spawn point assigned, so you must be linking the points to the model incorrectly somehow. Also, and don't take me as being impolite, but the game engine is very very picky, its "Hangar" not "Hanger"
And the point 'Aura' is what? I don't know it's fuction, anyone tell me?Its basically just another attach point for graphical effects. check the AbilityCeaseFire.entity for an example of it in use


Oh, Thanks for your advice.  :p 
And is some other point should be link also?
Reply #138 Top
I just bit the bullet and moved to XSI, I've got a quick pipeline down now and XSI is not that bad (plus it is officially supported)


I can't do it I simply don't have the time or will to muck about with XSI.
Reply #139 Top

okay, having a bit of trouble here...

 

I made a quick model the other day, sub-1000 polys....

made a bunch of sub-materials in one major mat, and applied it to my ship.

Then imported the FrigateTechLight, and used it's helpers for hardpoints.

Exported it... no trouble there yet, but when I build my ship in the game, the very moment the actual model pops into view, crash-and-burn... and a nice minidump.

The ship itself is a single mesh composed of a couple of primitives, but to cut the polycount I removed a few faces internally.

 

What's wrong with my poor model?
Thanks 

(PS, great tool regardless)

Reply #140 Top

Ok, let say i have 3dmax, how do i install this extention?

Reply #141 Top

ok, I managed to load the script into 3ds max 2009, but it won't work, i tried to load a mesh file, and it just remained the same

Reply #142 Top

I think it has issues with 3ds 2009 i exported the model but the game crashes while trying to load it. I was able to get the model into the game using soft image but I don't know how to keep the dumby objects during export from 3dsm. So the ship wasn't able to fire and carrier aircraft appeared two galaxy's away.

Reply #143 Top

Hi,

I have a great idea for a mod .... put the X-3 reunion and X-3 Terran Conflict ships in Sins of a Solar Empire

I have extract correctly the 3D model of the ships from the game, and have no problem for mesh creation, but i have a big problem with the textures; i use the 3ds 07 with soase tools 1.1 and 2.0a but the multimaterial texture of the ships don't charge or the mesh exporting fail.....

I have tested many times ...... sigh

Help me and my mod

 

Pleaseeeeeee

Reply #144 Top

Quoting Mooster, reply 16
ok, I managed to load the script into 3ds max 2009, but it won't work, i tried to load a mesh file, and it just remained the same

Any mesh imports you do have to be in .bin not .txt or you will get nothing.

Reply #145 Top

I have extract correctly the 3D model of the ships from the game, and have no problem for mesh creation...

You do realise the models extracted from X3 are the property of Egosoft and therfore copyrighted? In other words you technically need permission to use them else you need to recreate them...

Reply #146 Top

Yes Yes, I say, I want modify the original models but my problem is the texture. Can you help ?

This is my best result at moment

 

Argon M5

 

Argon M6Argon M4

Reply #148 Top

your model is not uvmapped correctly

in the last shot your model has a white alpha on the diffuse rather than black (blank)

Reply #149 Top

ups sorry cant delete my nonsense

Reply #150 Top

Help help !!!!!

required a tutorial step by step to export and import x3 ships in sins of a solar empire HEEELLLLLLLPPPPPPPPPPPPPPPPPPPPPPPPPPPP