nel_mat_converter.ms Un-Nelificator crashes

Added by marc40000 over 6 years ago

Hi !

As far as I understand, the ryzom assets have their material defined by the nel plugins instead of normal 3dsmax materials. I'm guessing that the nel_mat_converter.ms script included with the nel plugins download is supposed to convert between those two representations. Is that correct?

I tried running the script in both directions, it always has trouble with the standard property of the NelMaterial object. Is it possible that the plugins got updated and the maxscript wasn't adjusted? The error messages I get are

when I try to convert a Nel Material to normal 3dsmax material with the "Un-Nelificator"-button:

MAXScript Rollout Handler Exception: -- Unknown property: "standard" in Material #25:NeL_Material <<

on line 128

and when I try to convert from a standart material to Nel with the "Gogogo!"-button:

MAXScript Rollout Handler Exception: -- Unknown property: "standard" in NelMaterial:NeL_Material <<

on line 29

Does anyone know how to fix this? Is there some kind of object browser in 3dsmax so I can see what properties NelMaterial has?

Thx :)
marc


Replies (2)

RE: nel_mat_converter.ms Un-Nelificator crashes - Added by marc40000 over 6 years ago

I had a look at it again. I figured out that NelMaterial is defined as a maxscript as well and it extends "standard", so I assumed that the standard properties referenced at those places where I get an error mean to reference the class this class extends. Aparently, you don't do that with the name of the parent class but with "delegate". Maybe that was different some time ago. So exchanging "standard" with "delegate" at those place makes it run.

The results it generates are still a bit odd though ...

RE: nel_mat_converter.ms Un-Nelificator crashes - Added by kaetemi over 6 years ago

Yes, there were some changes to the NeL material due to issues that would otherwise clutter the user interface with unused standard parameters. The nelificator script has not been updated yet accordingly. Preferably I'd like to see the nel material script to be reworked completely, to generate necessary shaders for the max viewport automatically, that match with the shaders generated for NeL, so that the preview in max shows exactly what you will get ingame.

(1-2/2)