GameMonetize Posted June 21, 2014 Author Share Posted June 21, 2014 Ok so point 1 is fixed. For point 3, this is an info I get from max. But basically if your rendering is ok, just do not care bout this warnings For point 2, perhaps your object has some animations? In this case the animation has an higher priority level and override your settings Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 21, 2014 Share Posted June 21, 2014 Maybe add an option to the exporter to generate a manifest file? I have a couple thousand files to export / convert and it would save me a LOT of time to add a check box to create a manifest with the babylon export. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 21, 2014 Share Posted June 21, 2014 For point 2 it is very annoying to place the character on the ground and resize it knowing that one has no way to know the scale of the objects relative to the others in the scene.How has this problem of priority. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 21, 2014 Author Share Posted June 21, 2014 Good idea Reddozen, I'll add this feature! Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 22, 2014 Share Posted June 22, 2014 Loving the manifest creation. it's cut my conversion time in half... however, it still takes like 3~4 hours per package to manually convert them. That can't be helped though. At least all I have to do now is load them into 3DS and export. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 22, 2014 Share Posted June 22, 2014 Attention anyway Roddozen, export it is in Beta. If there are some small problems, you will export a lot of models with problems. the exporter is yet to be tested, not only with 3ds max, but also when used in Babylon models exported. Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 22, 2014 Share Posted June 22, 2014 it's ok... we'll see. I can't do anything more with my game till I have something to work with. It's just basic static meshes... nothing special. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 22, 2014 Share Posted June 22, 2014 This is pretty cool the manifest file to generate for export. But it has been noted that the change of version in the manifest changed nothing. We have emptied the caches of browser . However there is nothing with the export, so I put the link to it here:http://www.html5gamedevs.com/topic/6906-problem-with-manifest-cache-new-file-version-not-downloaded/ Quote Link to comment Share on other sites More sharing options...
ming4883 Posted June 25, 2014 Share Posted June 25, 2014 Hi Delta, Thanks a lot for this nice work. However, when I was trying to compile the exporter (source code from github), I encountered the following errors:in BabylonExporter.Mesh.cs(46,24,46,39): error CS0103: The name 'GetSkinModifier' does not exist in the current contextand the Newtonsoft.Json.dll was missing in the repository. RegardsMing Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 25, 2014 Author Share Posted June 25, 2014 Hello this should be fixed now Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 26, 2014 Share Posted June 26, 2014 Latest exporter:Cannot change the file name without pressing the "..." button. (you can type in the field if you hold the shift key... but then you can't use lower case letters) Additional suggestions: 1) Default file name to <last saved directory> / <first object in scene name> .babylonor have 2 fields. One for last saved directory, and one for file name with a default for the first one in the scene list. 2) Remove the "save as" prompt when you click export. Just have it go straight to the babylon export. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 27, 2014 Share Posted June 27, 2014 I do not think that his change is so important. I find that this is very well as it is. Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 27, 2014 Share Posted June 27, 2014 My problem is that I have close to 3000 models to export. So the less steps the better... LOL Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 27, 2014 Author Share Posted June 27, 2014 Hello, I cannot make the textbox editable, this is a damned limitation of 3dsmax for 2) I will add a checkbox to control that for 1) I have no way to know the latest saved directory because I save everythin in the max file and not in a central registry Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 27, 2014 Share Posted June 27, 2014 Cool. whatever works. It's weird that the previous versions of the export tool let me edit the textbox then... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 27, 2014 Author Share Posted June 27, 2014 yes but you were not able to enter text, correct? Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 27, 2014 Share Posted June 27, 2014 Yep I was able to change it without clicking the ... button Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 27, 2014 Author Share Posted June 27, 2014 Ok I found a way to disable 3dsmax shortcuts textbox should be editable now! Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 27, 2014 Share Posted June 27, 2014 The true/false on the "Auto save 3ds Max file" is reversed. unchecked it auto saves the babylon file. Checked it brings up the save as dialog box. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 27, 2014 Author Share Posted June 27, 2014 True: auto save the 3ds max file. Sounds working as expected to me:) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 28, 2014 Author Share Posted June 28, 2014 New tool: Export and Run. You jsut have to hit this button from the exporter to open automatically your scene from your favorite browser. Everything within 3dsMax. Isn't that cool??? davrous and Dad72 2 Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 28, 2014 Share Posted June 28, 2014 good way to quickly look at what you've been working on Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 28, 2014 Share Posted June 28, 2014 I have some error with the new version to export it : The button "export & run", not locking as the "export" button when it filled not with the backup path. which gives the following error if it exports without having fill in this field. Otherwise when I get scene html through the "export & run" button I get on a black scene. and in the console I have this: Failed to load resource: the server responded with a status of 404 (Not Found) http://localhost:45478/test.babylon.manifestBJS - [18:13:22]: Valid manifest file not found. Scene & textures will be loaded directly from the web server. babylon.js:3And when I export with the manifest file, I have no error, but the scene is still black. I see no light create. \"for example light hemispheric\" .Also, I see an activeCamera, but I do not see from camera to create. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 28, 2014 Author Share Posted June 28, 2014 Ok for the button bug, I'll fix it But I do not get your point on the second problem. Does the scene works in sandbox? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 28, 2014 Share Posted June 28, 2014 En faite, le seconde erreur, est dans le fichier html générer par l'exporter pour tester sa scène.j'ai fait une simple scène (un cube avec 3ds max) et quand je clique sur "export et run", la scène est toutes noir. j'ai l'impression qu'il n'y a pas de lumiere ni de camera a la scène générer par l'exporter. Quote Link to comment Share on other sites More sharing options...
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