Complete Tutorial - Convert everithing mesh/objects + 3ds MAX
1st POST(16-11-2019)
Hello everyone,I've been wondering how the guys managed all to convert all traditional WarZ/ISS objects to Bombillo's AfterLife game.
Becouse they .sco are magic to me, I can open without any problems, all files, without exception.
Because with me, the following is happening,
I've used [Release] 3dsMax 2012 Skeleton Importer - RaGEZONE - MMO development community doesn't work for me. https://forum.ragezone.com/f791/info...import-924930/ 3ds Max 2012, installed all plugins correctly, but I don't understand how he gets the "import" optionand now its buggy to mee.
I'm using the following plugin: https://github.com/piyanggoon/InfestMS and when I try to open .sco from a standard warz most dont open....
But when I try to open the same file in AfterLife I can open it without any problems.
Import a file you want.... A mesh to be specific
On this steps if you try render something, you just don't go far..
don't forget that NORMALS will be bugged/messy
Like that:
5 --> don't forget that NORMALS will be bugged/messy
FIX that: Right mouse -->Convert To:Convert to Editable Poly
and add new modifier list like this: https://i.gyazo.com/6eccb3e99a7c9093...dc0ff961e6.gif https://i.gyazo.com/73142dcf23683d439ff368fcac237364.png
Try To render that NOW ;)
Re: Complete Tutorial - Convert everithing mesh/objects + 3ds MAX
GigaToni's release was buggy - i won't lie here, but tbh, it alowed me to get where i am right now - just required alot of patience to understand what you have to do xd
I never really used Sco import/export by Wucas
And InfestMS max-script is working perfectly, i really cannot understand why you can open Aftermath models but not Infestation models...
I just tested this on WarZ, Aftermath, Burstfire, Shattered Skies and Wild West online assets, works fine for me :S
Maybe you just instaled it wrong?
And about Speedy's converter 1.6 -> so what the problem of loosing materials? If you want to work with 3dsmax or really ANY 3d object editor / creation tool, you should know or learn how to attach materials / textures manualy :s (attaching a single texture to a model with giving a material name for exports takes 5 clicks of a mouse :s)
Also here is a tip for you.
Ignore or don't really bother to reworking converted sco's...
Whenever you convert a sco back to obj/fbx - or even import a sco / scb into a 3dsmax / blender - you are just getting into a mess.
Elements are mostly screwed, you got double the vertexes which is a paint to even work on it... Uv maps cannot be edited, you cannot even stich elements with uv editor... :/ (not even mentioning about re-rigging it)
Only time it is "worth" to import a sco into a 3dsmax is not to edit it, but to use a scale measure for new houses, gear.. or new weapons, thats all :s
19-11-19
OnlyHard
Re: Complete Tutorial - Convert everithing mesh/objects + 3ds MAX
Spoiler:
Quote:
Originally Posted by Sylvanas1234
GigaToni's release was buggy - i won't lie here, but tbh, it alowed me to get where i am right now - just required alot of patience to understand what you have to do xd
I never really used Sco import/export by Wucas
And InfestMS max-script is working perfectly, i really cannot understand why you can open Aftermath models but not Infestation models...
I just tested this on WarZ, Aftermath, Burstfire, Shattered Skies and Wild West online assets, works fine for me :S
Maybe you just instaled it wrong?
And about Speedy's converter 1.6 -> so what the problem of loosing materials? If you want to work with 3dsmax or really ANY 3d object editor / creation tool, you should know or learn how to attach materials / textures manualy :s (attaching a single texture to a model with giving a material name for exports takes 5 clicks of a mouse :s)
Also here is a tip for you.
Ignore or don't really bother to reworking converted sco's...
Whenever you convert a sco back to obj/fbx - or even import a sco / scb into a 3dsmax / blender - you are just getting into a mess.
Elements are mostly screwed, you got double the vertexes which is a paint to even work on it... Uv maps cannot be edited, you cannot even stich elements with uv editor... :/ (not even mentioning about re-rigging it)
Only time it is "worth" to import a sco into a 3dsmax is not to edit it, but to use a scale measure for new houses, gear.. or new weapons, thats all :s
But as you were able to put the texture 100% in the same place ??...
How to put the texture in place depends on several factors, how many materials the object has, etc ...The .mat file dates some information specifying the textures of this material.My question is how do I put 100% textures in the same place as you did in SPOILER mentioned below
Re: Complete Tutorial - Convert everithing mesh/objects + 3ds MAX
@OnlyHard
1) Simply select a model (or it's element if it has more than 1 texture / uv file)
2) Press "M" to open a texture / material window
3) make a standard material
4) add texture to the material
5) apply material to the model
thats all :S
Unless you got a texture flip option enabled on a speedy converted... then you are just loosing time