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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Maxscript extensions in Renx(coolfile & flyby!)

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 12-16-2004, 03:30 AM   #11 (permalink)
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All knowledge about w3d file I have is from flyby. he gave me a C program source of a w3d file reader. IIRC, you have it too.
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Old 12-16-2004, 03:52 AM   #12 (permalink)
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I dont have it, I remember you mentioning it though.Could you please mail it to me? key0p at h0tmail thanks.
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Old 12-16-2004, 03:03 PM   #13 (permalink)
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With the RenegadePublicTools comes a small program called wdump. It can open any w3d file and show it's data. It is a tree structure where the data is held by the leafs. It is a bit old though so sometimes it doesn't recognize a chunk and will just skip it.

I've given a shot at an importer that is capable of doing materials a few months ago. This is the best I could come up with so far: http://www.makaveli.nl/rene/w3dimport37.ms.

It only works in renx as it applies w3d materials. It supports multimaterials, multi pass materials and multi stage materials. Just open the max script listener, then open the script. There's only an open button so I guess you can't do anything wrong. Open up a file and something like this will appear in the listener window (usa commanche):

Material #1
Pass 1, shader: Opaque
Pass 1, texture stage 1: NVMBuggy.tga

Material #2
Pass 1, shader: Alpha Blend
Pass 1, texture stage 1: AVComanche_p.tga

Material #3
Pass 1, shader: Opaque
Pass 1, texture stage 1: LAKEDUSK.tga
Pass 2, ambient: (color 255 255 255)
Pass 2, diffuse: (color 255 255 255)
Pass 2, specular: (color 255 255 255)
Pass 2, shader: Alpha Blend
Pass 2, texture stage 1: AVComanche.tga

Material #4
Pass 1, shader: Add
Pass 1, texture stage 1: EXTnkMzl01.tga

Material #5
Pass 1, ambient: (color 16 46 14)
Pass 1, diffuse: (color 45 45 45)
Pass 1, specular: (color 229 229 229)
Pass 1, shininess: 0.25
Pass 1, shader: Opaque
Pass 1, texture stage 1: Housecolor2.tga

The materials are applied as w3d materials to the correct faces. The properties listed are the non default properties of the materials.
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Old 12-16-2004, 04:18 PM   #14 (permalink)
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thanks rene

I dont suppose you know how to control binding vertices to bones in WWSkin via maxscript? I want to make a script that will create WWSkin bindings out of 3dsmax skin/physique modifiers.Im trying to make some tools so that artisits who work in 3dsmax(or thier mod teams) dont have a huge lot of conversion work to get all their stuff in game.
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Old 12-16-2004, 04:59 PM   #15 (permalink)
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If I knew that, it would be in my script
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Old 12-16-2004, 05:09 PM   #16 (permalink)
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hehe fair enough
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