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PostPosted: Wed Apr 14, 2010 11:44 am 
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Thanks, Chogon and Cyan! Couple of questions:

1. Shouldn't at least a link to this thread go on the Developers tab?

2. Would it do anybody any good for somebody to convert the Max files to something Blender can read? And is that okay with Cyan at this point? I don't know if Max is required to compile the code/graphics changes, but I for one would love to open the files and poke around, but I don't have Max.

(I want a Cosmic Osmo Dance emote!)

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PostPosted: Wed Apr 14, 2010 6:45 pm 
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Thanks, Chogon!

This will likely inspire me to try some coding!

Walt

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PostPosted: Wed Apr 14, 2010 6:56 pm 
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Malfhok wrote:
1. Shouldn't at least a link to this thread go on the Developers tab?


I second this. Seems like the perfect place for these links.

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PostPosted: Thu Apr 15, 2010 12:06 am 
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Malfhok wrote:
Thanks, Chogon and Cyan! Couple of questions:

1. Shouldn't at least a link to this thread go on the Developers tab?

2. Would it do anybody any good for somebody to convert the Max files to something Blender can read? And is that okay with Cyan at this point? I don't know if Max is required to compile the code/graphics changes, but I for one would love to open the files and poke around, but I don't have Max.

(I want a Cosmic Osmo Dance emote!)
+

Blender pyprp doesn't do gui very well

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PostPosted: Thu Apr 15, 2010 7:53 am 
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I don't quite understand what these pics associate with.

xKIMain.tga and xKIface.tga looks like an older version of the KI? (or future concept) of it...

[spoiler]Image[/spoiler]

in other words, as a small "test" I wanted to change the purple color on the KI, to ... black?
My thoughts were to find the associated .tga file.. and somehow plop this into our version of it on our desktop files(uru folder), and see a change.

am I wrong on this ideal?

didn't realize how much detail went into making a KI :shock:


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PostPosted: Thu Apr 15, 2010 11:57 am 
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@August: that won't really work, no.


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PostPosted: Thu Apr 15, 2010 1:10 pm 
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kaelisebonrai, thanks... you know I think I'll leave this to the experts. :) Before I start doing anything further.


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PostPosted: Thu Apr 15, 2010 1:13 pm 
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Don't be discouraged, too much. Its just at present, you simply can't.. well, run any of the changes made. theoretically, you could just "change the texture" to do what you want. But, the trouble right now, is you can't actually see those changes in game. simply because right now, we don't really have a testing environment.


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PostPosted: Sat Apr 17, 2010 3:22 pm 
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So, help me here, please.

I've just spent a couple of hours searching, and what I've found is:

These files require 3ds Max, and apparently only Version 7 works, per GOW forum.
This version is no longer available.
The current version is 3ds Max 2010 which does not work
3ds Max costs $1,700 plus!

So, is there no other option for someone who just wants to learn/experiment?

Walt

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PostPosted: Sat Apr 17, 2010 6:16 pm 
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I'm not familiar with the 3dsMax licensing, but it might be possible, using clean-room techniques, to reverse-engineer the file format and create a new application (or, like, a Blender plugin or something) that works with those files. I believe something like this has been done with the Microsoft Word file format, so that open-source word processors can read and write .doc files.

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PostPosted: Sat Apr 17, 2010 8:08 pm 
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walt_scrivens wrote:
So, help me here, please.

I've just spent a couple of hours searching, and what I've found is:

These files require 3ds Max, and apparently only Version 7 works, per GOW forum.
This version is no longer available.
The current version is 3ds Max 2010 which does not work
3ds Max costs $1,700 plus!

So, is there no other option for someone who just wants to learn/experiment?

Walt


We've been using a blender plugin for the last.. i dunno, several years?


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PostPosted: Sat Apr 17, 2010 8:12 pm 
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kaelisebonrai wrote:
walt_scrivens wrote:
So, help me here, please.

I've just spent a couple of hours searching, and what I've found is:

These files require 3ds Max, and apparently only Version 7 works, per GOW forum.
This version is no longer available.
The current version is 3ds Max 2010 which does not work
3ds Max costs $1,700 plus!

So, is there no other option for someone who just wants to learn/experiment?

Walt


We've been using a blender plugin for the last.. i dunno, several years?


4 and a half years :)


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PostPosted: Sat Apr 17, 2010 11:36 pm 
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Paradox wrote:
kaelisebonrai wrote:

We've been using a blender plugin for the last.. i dunno, several years?


4 and a half years :)


I knew that, but what I thought I understood from the GOW forums, it is not compatible with the files Cyan released.

Is Blender a FOSS equivalent for 3ds Max? Will Cyan's files work with Blender?

Walt

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PostPosted: Sun Apr 18, 2010 9:37 pm 
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walt_scrivens wrote:
Paradox wrote:
kaelisebonrai wrote:

We've been using a blender plugin for the last.. i dunno, several years?


4 and a half years :)


I knew that, but what I thought I understood from the GOW forums, it is not compatible with the files Cyan released.

Is Blender a FOSS equivalent for 3ds Max? Will Cyan's files work with Blender?

Walt


No, they won't.

Blender is an open source 3D modeling program. Current stable version is 2.49a right now. The GoW Plugin that you can download from their wiki is what is used with Blender. It's very different from Cyan's Plugin.
However, if you just want to learn how to model and texture, and get a feel for Age Creation, you can't beat the price: Free.

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PostPosted: Wed Apr 21, 2010 7:58 pm 
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I'm hoping, really hoping, that the coders in our fanbase can find a way to reverse-engineer the Cyan 3ds max plugins and create equivalent methods that work in Blender, 3ds max 2010, Lightwave, etc, which will allow us to export ages to MO:ULa using a variety of mainstream 3d apps.

Especially Blender, since that's what most of the GoW is using. :)

But the bottom line is - we need the plugin source code to do that (not just the binaries).


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