Ogre and Max 2010?

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Ogre and Max 2010?

Postby Alisiamaus » Wed Nov 18, 2009 12:06 am

Im also using Max 2010 and Blender. for me , none of those programs is able to create player meshes that are compatible with the existing .skeleton and animations files.

I guess the problem with the different exporters are the settings. When you export a Max-Object or a Blender-mesh to .mesh and then import it again, it actually looks good but when you compare the .xml files with the original (e.g Vanquisher.mesh) you see differences. While exporting previously imported meshes in Max and Blender I got an insane vertex count (707 for the standard face mesh). Additionally in Max I got different bone numbering (in blender you have no working rig because of the lack of an import script able to do that ^^). To make the animation work, the number and the INDEX (ID) of the bone in the .mesh.xml file for the vertex groupes must be the same like in the original .mesh.xml. I was not able to figure out how that might work. As far as I can tell you have to use the original max rigs AND the original exporters as for me the imported .mesh files dont work at all with ogremax and even for the original rigged max-files I got different .mesh.xml data.

I will do some settings tweaking in OgreMax and see if I can export the valkyre mesh to fit the original one. Once that is achieved you should be able to alter your mesh while keeping the .skeleton and animations from the original game. If nothing helps.... Go for 2009 or do manual editing of your .xml (wich would be insane ^^)

I hope the devs can update their exporters for max 2010 ... begging! plz!

If anyonemade OgreMax work, plz share your secrets ^^.
Last edited by Alisiamaus on Thu Nov 19, 2009 3:56 am, edited 1 time in total.
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Re: Ogre and Max 2010?

Postby Alisiamaus » Wed Nov 18, 2009 9:42 am

-.-
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Re: Ogre and Max 2010?

Postby Tiptoe » Wed Nov 18, 2009 9:11 pm

I'm still concentrating on the modeling stage. I haven't tried exporting anything yet.

I just hope when I'm ready to try exporting, Travis is back from his holiday and has recompiled the Max exporter for 2010 (like he promised :mrgreen: ).
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Re: Ogre and Max 2010?

Postby Alisiamaus » Thu Nov 19, 2009 3:49 am

Hi Tiptoe,

I have tried to get Ogremax working with the rig-Model provided under TorchEd. Till now all I can say that the models used in the actual game and the ones provided in the Max-File seem to be slightly different (I got different Vertex count on the plate set Model (4 vertics)). As far as it goes to rigging, Ogremax is completely different than the methods used by Runics Plugins. Ogremax dont uses the Root-Object and ignores any tag_ Objects. The numbering hirarchy of the bones is also different (even the number of bones is different because the hidden bones are also exported!) No way to fix this by manually editing the .skeleton.xml. We definitly have to wait until the new version of plugins are available.

Until then I will try to downgrade Max.. wich is not the best solution.

IRW modeling I have made a new helmet in Blender (normanic style). I will import the mesh into max later and start to weight the verticies to the bones. I hope to get everything working in Max. My plan would be to make more Armorish looking wardrobes. Until now, non magic item will always be one of the 3 leather sets. For epic gear I hope to get some chain- bone- and plate-gear implemented with unique look and feel for normal, magic and unique wardrobe. Unfortunately I dont have webspace available to get you first pictures of my blender-files. (I use blender because of the speed of low poly modeling in blender).

Greetings, Maus
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Re: Ogre and Max 2010?

Postby Tiptoe » Thu Nov 19, 2009 5:01 am

You don't need a webspace, just use Imageshack to upload your screenshots: http://imageshack.us/ it's quick, easy and free, I use it all the time :mrgreen:.

Sadly, I think you're right about the exporters. I guess we'll just have to wait for the new versions.
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Re: Ogre and Max 2010?

Postby Alisiamaus » Thu Nov 19, 2009 9:59 am

Ok, I dont have much time to try things out but here is the helmet I made so far. I dont know if I should add like 8 more polys to give the helmet a smooth look but actually in game dont think it matters. So, more items in work, sketches at least but nothing to be shared with the community at this stag. I try to figure out how to export things and try to get this single Item into the game first to make sure my workflow is set.

Image

I hope you like it ^^

thx for the link.
Regards, :mrgreen:
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Re: Ogre and Max 2010?

Postby Tiptoe » Thu Nov 19, 2009 7:12 pm

That's excellent!

You're quite right, I don't think you'll notice the lack of smoothness in game. But wait until you get it in game, then see what you think.

Great job! Looking forward to seeing more :mrgreen:
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Re: Ogre and Max 2010?

Postby Alisiamaus » Sun Nov 22, 2009 2:52 pm

Yay, I made it! After tweaking around in Max2009 a bit I finally got my helmet in the game... Well the Map needs some Heavy rork but as I said, it only a draft.

Image

Enjoy.
I gues I will do a whole set! ^^
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Re: Ogre and Max 2010?

Postby Tiptoe » Sun Nov 22, 2009 8:56 pm

It looks great!

I'd love to see a full armor set :mrgreen:
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Re: Ogre and Max 2010?

Postby gorogorosama » Thu Nov 26, 2009 9:52 am

Hey, any word on the Max 2010 exporter? I'm about to start working on some new environment models and was wondering if anyone has successfully exported any?
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Re: Ogre and Max 2010?

Postby Alisiamaus » Thu Nov 26, 2009 10:31 am

gorogorosama wrote:Hey, any word on the Max 2010 exporter? I'm about to start working on some new environment models and was wondering if anyone has successfully exported any?

Im not sure but I guess when you just model static things that dont need rigging or refer to any rigs provided under Torchlight, OgreMax should do quite well for you. However, in order to use the existing max rig-files or to reuse any .skeleton files from the game you need Max2009 and the Exporters provided by Runic
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