Question on .png files and 3ds Max

Added by FOADevs over 7 years ago

So I've been fighting (still) with 3ds Max and trying to get the squares formatted in the right format (NeL)... I'm making some progress, but I've run into a roadblock... 3ds Max apparently doesn't come with a default way to import/export png files, so I can't import the PNG file to export to NEL. (sigh)

Has anyone run across this before? Is there a good website or link to where I can find such a plugin for 3DS? I've looked for hours now and I haven't had any luck. Any help would be greatly appreciated! ^^


Replies (4)

RE: Question on .png files and 3ds Max - Added by Lukan over 7 years ago

Are you using Windows? If so go here: http://dev.ryzom.com/wiki/ryzom/WindowsBinaries : and grab the appropriate binaries for 3ds Max.

Just keep in mind that the binary tools are for the 32-bit versions of 3ds, and not the 64-bit. I ran into this problem thinking that the 32's would work in the 64 program. Nop!

Luk

[edit]

/me smacks head. I forgot to mention that you will need to convert over to TGA for NEL. I use the GiMP for Windows : http://gimp-win.sourceforge.net/ : although there are other solutions out there to convert from PNG to TGA, which 3ds can use handily.

[/edit]

RE: Question on .png files and 3ds Max - Added by sfb over 7 years ago

Lukan wrote:

/me smacks head. I forgot to mention that you will need to convert over to TGA for NEL. I use the GiMP for Windows : http://gimp-win.sourceforge.net/ : although there are other solutions out there to convert from PNG to TGA, which 3ds can use handily.

NeL supports multiple image formats including PNG. The only limitation we have with regards to PNG at this point in time is that the Tile Editor tool used for creating tile banks is incapable of displaying PNG files. Regardless this is not an overall limitation since the build_gamedata pipeline will convert all of these textures from their present formats (TGA, PNG, etc) to DDS so that they're optimized for release.

I think a better question is what does FOADevs mean by "import/export PNG files?"

Thanks,
sfb
/s

RE: Question on .png files and 3ds Max - Added by FOADevs over 7 years ago

Well, perhaps a bit of qualification is in order. I have a world built using L3DT - it's big. I have the world already broken up into tiles (256 x 256, if i remember correctly). What I'm trying to do is get those Height Field files into a format that the Ryzom world editor can understand and work with. From there, we can start working on adjusting the world as needed. From what I've read/researched, all Ryzom needs is the height field files, and the world editor will fill in all the other information from there. Once that's done, it's like a pre-modeled blank canvas for us to work on (add structures, textures, etc etc).

If my logic behind this is incorrect, please feel free to clarify :)

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