More Export PLugins please
Added by birvin over 8 years ago
can some one please develope a plugin or some kinda program that i can make stuff in blender and actualy have it be useful instead of forking out 3500 bucks on max?
Replies (13)
RE: More Export PLugins please - Added by kervala over 8 years ago
Instead of developing new plugins, we would prefer a COLLADA to NeL converter because it's the only open format which could support most of NeL features and it's proposed by most of 3D editors.
RE: More Export PLugins please - Added by bristle over 8 years ago
well max is more and more what developers are doing for their servers. but i as well hope that they have a blender soon and a collada. i think they have blender on their list of things-to-do. i am not sure about collada but i think more and more vworlds are looking at it. i seen that mars (a virtual server) has collada but second life doesnt. unreal has maya, unity has a lot of different ones, supposedly. multiverse has max and i think collada. and so on.
opensim uses oar and iar to store their data which is good for opensims, but not good any where else. but it is nice because it can do several layer of landscape, houses, clothes, and skins. but it is not good for meshes.
RE: More Export PLugins please - Added by bristle over 8 years ago
whoops you stuck a collada post on me. yes, collada is good except i dont think maya has support for it. but blender does. at least 2.49 does.
RE: More Export PLugins please - Added by birvin over 8 years ago
glad to see that blender is on their things to do. I do love unity, but their network code aint to good for an mmo. I can understand if Ryzom was targeting pro developers, but with them making the source free and open to everyone you would thing that they would support more affordable art programs such as blender, gameSpace and what not. Unity for me is just a single player or small multiplayer game engine, yes you can add ur own network lib, but that takes time and alot of work. If i can get this to work it would be great when i do end up taking up the challenge of making an mmo and dont dare tell me to use realm crafter because that is shit.
RE: More Export PLugins please - Added by kervala over 8 years ago
But if someone want to write a Blender (or another software) exporter, he is welcome :)
RE: More Export PLugins please - Added by birvin over 8 years ago
shit i wish i could but c++ is foreign to me lol...decent at C# though.
RE: More Export PLugins please - Added by bristle over 8 years ago
c++ is like that assembly language was for gaming a hundred years ago. i would like c# too but no client uses it. they are in c++ with one or two exception -- which is java. i believe that ryzom has a tool to see max, so we can see what that current state is of the current graphics.
blender has a problem too. it is not used anywhere else exept for unity. and i am not sure that unity uses it. i would have to try it.
RE: More Export PLugins please - Added by browser_ice over 8 years ago
ex: I have 3dmax 5 and 7 (legally) but even with these, I cannot export to Ryzom Open Source. I think I have the sdk (haven't looked in ages). Someone told me if I have it, I can recompile the plugins. Any one tried it ? I want to know in advance if it is possible (no point on me doing it if I will wind up with tons of problems or show stoppers).
RE: More Export PLugins please - Added by birvin over 8 years ago
is 3ds max worth purchasing? also a lil off topic is adobe dream weaver/flash and photoshop worth getings?
RE: More Export PLugins please - Added by bristle over 8 years ago
no, 3dsmax is for serious stuff; if you dont have other uses, dont get it. some for weaver/flash for development.
but photoshop is a must. or gimp.
as for 3dsmax 7, check to see if you can upgrade to 2008 through 2011. i know there is plugins for that on ryzom dev page. i dont know if you can recompile the plugin for 7.
RE: More Export PLugins please - Added by birvin over 8 years ago
well thers a few games id like to add some models to but cant cause the only importers are for max.
RE: More Export PLugins please - Added by bristle over 8 years ago
that why the assets are important. for example, you can export WoW models if you know the tools for it. but then if you want to add some element from everquest (given permission of course) you cant. i have been through it all -- open inventor, vrml, and now collada. i hope collada survives but i have to hold off until i see more. right now, mars has frozen meshes which are no good to me. and even worse, its would cost me a fortune to experiment in mars.
RE: More Export PLugins please - Added by bristle over 8 years ago
i forgot about fbx. it works for 3dsmax and maya. i think it works for blender (at least before 2.5). i see that the roadmap has fbx as a feature to add. i dont know pros and cons of fbx vs. collada.
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