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Dex 0.60 Beta "2"

12-10-2004, 07:30 PM#1
BlinkBoy
Hi all the fans of dex (laughts), after 1 month of eternal work i've finanlly implemented it enought to get to export the 60% of wc3 models data.

Remenber that it exported before:
geosets, geoanims, bones, helpers, omnilights, animations, cameras and attachments.

Now it exports:
-Particle Emitters 1(beta 1)
-animations for mdl objects.(beta 1)
-colition shapes (new)
-event objects (new)
-ambient - directional lights (new)
-parents to mdlobjects (beta1)
-fixed many errors for other programs to read this mdls (pre beta 2).

Next Version=

-Materials BETA
-ON/OFF Controller supported for Visibility

i hope you like the new implements.

Reminder:

-Your Geometry must be editeable Mesh.
-Attachments needs the substring "ATT:" their name, make them point helpers so the script don't confuse them.
-Bones must be included a skin modifier to be exported
-Is highlly recomended to use helpers, the program will recognize anything that be followed by bone (means the bone linked to it) as a helper.
-Particle Emitters can only be Particle Emitters 1, Particle Emitters 2 are not supported. (Particle Emitters 1 = Super Spray Particles)
-Note: Particle Emitters Spread values must be at its higher value always.
-Controllers supported are: Linear, TCB, Bezier and Eular (ON/Off will be supported soon)
-Lights can be Omni, Free Directional and/or Free Spot.

IMPORTANT INFO:

-Particle Emitters are only supported by 3dsmax 6 up
-Is highlly recomended to get Max instead of gmax because gmax is a copy 3dsmax 4 and happens to be really imcompatible with this script.

now exporting:

Colition Shapes =

there are two types, box colition shapes and sphere colotion shapes

Box CS=

smple just create a normal box but don't turn it to any editeable.

Sphere CS=

create a sphere or a geosphere but don't turn it to any editeable.

Cylinder CS =

create a Cylinder, the number of sides won't matter, but don't turn it to any editeable.

Plane CS =

create a simple plane but don't turn it to any editeable.

Ambient-Directional Lights =

for ambient create a free spot light and for directional create a free direct light.

Event Objects:

not finished get, they still need some fixing but they are set like attachments, and the code is: "OBJ:".

i hope you like the improvements.
12-10-2004, 09:47 PM#2
DragonGeo2
Dex ROCKS! (laughs)
12-10-2004, 10:02 PM#3
BlinkBoy
Quote:
Originally Posted by DragonGeo2
Dex ROCKS! (laughs)

not get i still need to finish many things, specially global sequences.
12-10-2004, 10:29 PM#4
DragonGeo2
Lol sorry, I guess i'm just one of those fans (laughs) of DexScript a bit too much.... back to modding...
12-10-2004, 10:37 PM#5
BlinkBoy
Quote:
Originally Posted by DragonGeo2
Lol sorry, I guess i'm just one of those fans (laughs) of DexScript a bit too much.... back to modding...
doesn't matter ok, don't be sorry, well maybe you will like to know how will the global sequences will be setted?
12-13-2004, 09:50 PM#6
urkdrengi
Quote:
Originally Posted by BlinkBoy
-animations for mdl objects

Next Vertion=

-Global Sequences
-finish event objects and visibility anims .

= Absolute, total, shear, sweetness.

Your work is much appreciated. Hope you finish it.

Btw, Anyone know where to get some cheap motion-capture equipment - or have experience with this sort of animation? Just curious. I'm just a Hobbiest and have no formal animation training. I've only tinkered with key-frame animation. Has anyone got custom motion capture animations into Wacraft III?
12-14-2004, 12:54 AM#7
BlinkBoy
Quote:
Originally Posted by urkdrengi
= Absolute, total, shear, sweetness.

Your work is much appreciated. Hope you finish it.

Btw, Anyone know where to get some cheap motion-capture equipment - or have experience with this sort of animation? Just curious. I'm just a Hobbiest and have no formal animation training. I've only tinkered with key-frame animation. Has anyone got custom motion capture animations into Wacraft III?

don't know if wc3 uses custom motion capture anims.
12-14-2004, 03:15 PM#8
alreadyused
so what your trying to do here oinker is essentially make something simmilar to what art tools were for max 4 and 5 users but now for 6 and 7 users?
12-14-2004, 03:21 PM#9
BlinkBoy
Quote:
Originally Posted by alreadyused
so what your trying to do here oinker is essentially make something simmilar to what art tools were for max 4 and 5 users but now for 6 and 7 users?

not at all, i'm trying to improve it for my project, maybe i will make some especial particles system for my project; but everytime i improve it, i set them for public.
12-30-2004, 07:17 PM#10
koolmunkie
wait, is this for gMAX or 3dstudio MAx stuff,
i got GMAx and dunt know if i should use 1.85 version or ur .6 version???
12-31-2004, 02:15 AM#11
DragonGeo2
I believe that DEX works with both 3ds max AND GMax.
12-31-2004, 11:14 AM#12
BlinkBoy
it works for boths but the particle emitters exporting needs particle systems only found in 3dsmax.
02-04-2005, 04:49 PM#13
alreadyused
could you point me in the direction of how to create attachment points or helpers as there known i think in 3ds max and how to name them......id appreciate it alot
02-05-2005, 02:43 AM#14
republicola
BlinkBoy: Please contact me on IRC. You did not communicate with me at all regarding this, and I do not like some of the things you have done in releasing this.
02-05-2005, 11:39 AM#15
BlinkBoy
Quote:
Originally Posted by republicola
BlinkBoy: Please contact me on IRC. You did not communicate with me at all regarding this, and I do not like some of the things you have done in releasing this.

well i wrote comments as in the dex file asked but didn't knew i needed to contact you in IRC. Anyway IRC doesn't looks to work in my system, so wouldn't it be proper a PM?