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PolyHertz

Applink Developer
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Everything posted by PolyHertz

  1. @AbnRanger Yea for a single universal room to work there would also need to be a universal outliner. Depending on which type of object is being edited different tools would be set to an enabled/disabled state (disabled = greyed out). For ABC order, you're right that Max doesn't do that, but it does do a rather good job of grouping everything logically. I only really brought that up because of the mess that is the Windows > Popups menus: https://i.imgur.com/Tw35udX.jpg
  2. I'm just going to put in my 2c here; I think feature wise 3D-Coat is great overall (other then the lack of traditional paint masks...), but the UI needs to be redone from scratch. Right now each 'room' works almost like a separate program, but I firmly believe the UI should just be a series of preset button layouts for a single room, and be fully user customizable. But even if we can't have that, the items in each menu should at least be in ABC order.
  3. Sounds like an auto switch issue of some sort, as they're the only export-related functions that run on a timer. Try turning off both 'auto switch' options in the Applink window. If you aren't able to do that, go to your windows documents folder > Applink_Max3DC > AppLink_3DC_settings.ini , then open the ini file and set "Auto Switch to 3DS Max" to false , and "Auto Switch to 3D-Coat" to false. Hopefully so long as you don't turn them back on in the applink window itself the issue won't occur any more. That is a very strange issue though and I haven't heard of anyone else having it before.
  4. But like I said, you CAN load .3b files using import.txt The import.txt should look something like this: C:\Users\Greg\Documents\3D-CoatV48\Exchange\testsphere.3b C:\Users\Greg\Documents\3D-CoatV48\Exchange\testsphere.3b [3B]
  5. That's not how that works. The first line is the path 3D-Coat loads, the second is where you'd want it to save the file, and the third is just [3B] The third line is not a path, it's just that small abbreviation to let 3D-Coat know what method it should use to import the file.
  6. Well, to be clear, you can actually load 3b files using import.txt if the third line is set as [3B]. But, I don't think it's very useful in its current form. It would be a different matter though if Andrew implemented simultaneous importing (3b+obj at the same time) and a comparative utility that pops up on import to show the differences and let the user decide on what parts to import.
  7. I see. Though if you made any changes to the models in Blender and then exported the linked 3b file to 3D-Coat it would be bringing in an older version of those models, which could be very confusing to the user.
  8. Why would you want such a feature? afaik you can't load .3b files in any app other then 3D-Coat so it's not really a suitable format for use with applinks?
  9. About compatibility: All versions of the applink should work in Max 2012-2017 . Most of the testing was done in Max 2016, but it was also tested in Max 2012 and 2017 at various stages of development. That said, version 4.8 of 3D-Coat and Max 2018+ are untested / not fully supported (They hadn't been released when the last version of the applink was 2 years ago). On that note, for those that have been asking for updates; I've asked the guys at Pilgway about their thoughts on me resuming work on this applink, and am just waiting to hear back from them. They funded the last updates for it, so it's their decision what happens with it going forward. If they do approve me updating it, I think you'll really like some of the changes I have in store (Edited for clarity.)
  10. @AbnRanger I think he meant Andrew should take a look at competing software to gain inspiration for how to revise and streamline 3D-Coat.
  11. My guess is you're getting confused due to the weird way 3D-Coat names things, take a look at this thread. Are by chance using an older version of 3D-Coat? I know they changed around the names for certain things a while ago, but not sure which version that was exactly.
  12. The second part of the file name is the material name, not the UV set. SO it goes like this: (mesh file name, ie. mymodel.obj == "mymodel_") + (materialname) + (texture type) + (extension) I've had custom material import working in the max applink for years, it shouldn't be any issue in blender. That said, if you're trying to import the materials alone without also importing any models it does take a bit more work to figure out how to reconstruct them.
  13. Just ran across a new game using the robot: http://store.steampowered.com/app/732360/Mercury_Blue_Mini_Episode/
  14. Hey wensk. Could you try with this slightly older version and let me know if that works for you? I changed a lot of the code for v1.9, so if v1.8f works that'll give me some clues on what's causing the problem.
  15. The latest version of the applink can be downloaded here: https://www.dropbox.com/s/r34ns1e92hxoap0/3ds Max Applink v1.9a.mzp?dl=1 For those asking about the dummy textures; They're now included inside applink mzp file (just open it like a normal zip file). For Max 2018 users; You may have noticed the dock feature puts the applink below the command panel / scene explorer, and when undocking the UI is too big. There's nothing I can do about this unfortunately because Autodesk hasn't updated Maxscript to deal with all the UI changes they've made. However, you can move the UI into the correct position manually afterwards, and if you tear it off into a floater pressing the dock button will correct the size. Once AD fixes the issue I'll update the script.
  16. Just fyi for the early adopters, it seems there might be some issues at launch: http://www.neogaf.com/forum/showpost.php?p=230986880&postcount=2076
  17. blackant Master : If the regular installation method doesn't work for you, go to the first post in this thread and try doing the "Manual installation" method.
  18. Looks like performance/spec wise the new Ryzen CPUs should be very comparable with modern Intel CPUs. Good to finally see some competition. Not sure why they're trying to play off auto-overclocking as something special though ( " auto overclocking/XFR...It sounds like the stuff of sci-fi and fan fiction, but it’s very much real. " ), considering Intel CPUs have been using Turboboost technology for nearly a decade.
  19. Is there a way to lock the framerate in 3D-Coat to 60fps? I ask because I just got a new Pascal GPU and the uncapped framerate causes coil whine (plus I don't own a 120/144hz monitor to take advantage of it anyway).
  20. I need to know a few things to narrow this down: -Does it happen with 1.8f as well (here's a link in case don't have the file anymore), or just 1.9? -Is the mesh being created in Max originally, and if so how many materials does 3D-Coat recognize on import into the paint room? Any example files you could send could be useful too (both before and after import). I have some guesses as to what might be happening, but I need more info before I can start tracking down the issue.
  21. Hey AbnRanger, is this multi-sub material issue happening with just redshift materials? There were some major changes with how standard / multi-sub materials were determined between v1.8 and 1.9 (merged regular and material-only modes). So, if 1.9 is giving you problems try 1.8f and let me know if it's any better.
  22. Ah. Yea they changed the primary exchange directory path for newer versions of 3D-Coat. It was also mentioned in the v1.9 release notes: "Now auto-detects "AppLinks" folder introduced in the most recent versions of 3D-Coat. Suggested for anyone running 3D-Coat v4.5.37 or newer."
  23. Is it both exporting and importing that are giving you issues, or just importing?
  24. I might be misunderstanding, but are you saying that you're using a single 4096 for that entire level?
  25. The new TITAN card was just announced, and is being released on August 2nd for $1200. Oddly enough they're simply reusing the "Titan X" name, so be careful when buying; make sure you're getting the 2016 Pascal based model instead of the the 2015 Maxwell-based one. https://www.pcper.com/news/Graphics-Cards/NVIDIA-Announces-GP102-based-TITAN-X-3584-CUDA-cores
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