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Idejder
09-19-2009, 07:41 AM
I have a gift for all of you modders/modelers.

If you plug this into your plugins of 3DS Max you can export any model with or without animations into HoN for use in your own custom heroes or other goofyness you might want to do with it.

If you want to make your own icons, photoshop. tga s are what we use.

Keep in mind. This currently only works with Max 8. We are going to update it when we get the time, but for now, Max 8 is all it supports. I figured you guys would rather have it over not even in the limited state that it is in.

Feel free to pass this around to anyone who wants to make a cool <whatever> like a hero suggestion, a cool building, or whatnot.

Think of this as the first piece of the SDK. If you want to make your own units in the future, you will need this. For an example of how to make any models fully work like you want, check out any hero's mdf files or material files.

http://dl.heroesofnewerth.com/dev/s2exporter.rar

slime
09-19-2009, 07:45 AM
You're making the assumption that he can do something to fix it for you (which he can't).

Envor
09-19-2009, 07:47 AM
I say give us editor and some sort of LAN or ability to host custom maps on servers adn test them. To bad it will not happen soon.

I know Idejder have access to it, PM it plz.

MaxGhost
09-19-2009, 09:02 AM
Very very nice.

I'd like to ask if there are any plans to make texture mods work like resource mods: being able to make individual textures###.s2z files for easier distribution of mods. Cause right now, having to explain users how to open .s2zs and drop textures in the right spot is kindof a nuissance.

Dr_Knickers
09-19-2009, 11:29 AM
Great work, this is far more important than fixing the mass login problem!

Ever think that S2 has DIFFERENT PEOPLE working on DIFFERENT THINGS?

Back on topic, this 3ds max exporter should be great. If only I didn't upgrade my 3ds max two months ago...

Jotaro
09-19-2009, 11:36 AM
I have a gift for all of you modders/modelers.

Ho boy , you r lucky you live far away from me , Else i would have already kissed you on the mouth with the tongue ;P

Thank you soo much

Fatal510
09-19-2009, 07:53 PM
I dont see how I am to open the MDF files. I have the plugin loaded but it wont let me open any of the hero files.

Buttink
09-19-2009, 10:00 PM
If you want to make your own icons, photoshop. tga s are what we use.

Lies >.>

Dub
09-19-2009, 11:15 PM
This is a 3ds exporter, not importer. It allows you to make a model and then export it into the format needed.

- Steve

Fatal510
09-20-2009, 12:35 AM
even with that said. it still does not add an option to export. and the plugin comes up as 'Loaded'. and what about the .model files

kjaonline
09-20-2009, 12:59 AM
Great work, this is far more important than fixing the mass login problem!
what a douche..

Anyway, nice job :)

Dub
09-20-2009, 02:36 AM
I can use it successfully, but every model I export seems to be "inivisable" ingame. I'm using basic worm models with no animation. And I'm just editing the lichtest hero from another thread.

Is there something else I need to do?

- Steve

Idejder
09-20-2009, 03:01 AM
Make sure your mesh's are set correctly in your material file.

Skjalg
09-20-2009, 03:56 AM
Any chance you could put up some small tutorials on how to get started with making your own hero, neutral creep or building?

Im particularily interested in how to get a mod to stay up date after you guys patch HoN.

MeltyBlo0d
09-20-2009, 06:25 AM
This, of course, wonderful! but can we see a couple of examples (sources) models with animations?

Warchamp7
09-20-2009, 11:35 AM
Any chance you could put up some small tutorials on how to get started with making your own hero, neutral creep or building?

Im particularily interested in how to get a mod to stay up date after you guys patch HoN.

You can't, mods need to be manually updated with every patch if the patch updates any files the mod edits.

Dub
09-20-2009, 07:07 PM
I'm still playing with the model exporter, trying to get animations to work and seeing how stuff works. But at the moment. http://honlabs.com/worm.jpg I made a little wormy for the Lich Test hero lol.

I'll make a little tutorial on how to do this once I figure out how animations work.

- Steve

imk
09-20-2009, 08:21 PM
I have a gift for all of you modders/modelers.

If you plug this into your plugins of 3DS Max you can export any model with or without animations into HoN for use in your own custom heroes or other goofyness you might want to do with it.

If you want to make your own icons, photoshop. tga s are what we use.

Keep in mind. This currently only works with Max 8. We are going to update it when we get the time, but for now, Max 8 is all it supports. I figured you guys would rather have it over not even in the limited state that it is in.

Feel free to pass this around to anyone who wants to make a cool <whatever> like a hero suggestion, a cool building, or whatnot.

Think of this as the first piece of the SDK. If you want to make your own units in the future, you will need this. For an example of how to make any models fully work like you want, check out any hero's mdf files or material files.

http://dl.heroesofnewerth.com/dev/s2exporter.rar

It might be asking much, but is there a chance of getting an exporter for Luxology modo? :)

SimpleFear
09-20-2009, 09:53 PM
I'm still playing with the model exporter, trying to get animations to work and seeing how stuff works. But at the moment. http://honlabs.com/worm.jpg I made a little wormy for the Lich Test hero lol.

I'll make a little tutorial on how to do this once I figure out how animations work.

- Steve

Um can we please get this guy in game??? Give him a burrowing ability and the innate ability to create images of itself when he gets low on health(like a worm getting cut in half)...

aaaand... strap a bomb to him and call him the new techies :D.

Seriously though, I kind of like this guy haha.
I haven't modelled in a loooong time, made some models for counter-strike and then I started making a 'modern style war' mod for dungeon siege... I don't remember anything though, i don't even know if i could model now.

But thanks for this anyways, I'm going to try my hand at it again.

MeltyBlo0d
09-21-2009, 12:35 AM
I'm still playing with the model exporter, trying to get animations to work and seeing how stuff works. But at the moment. http://honlabs.com/worm.jpg I made a little wormy for the Lich Test hero lol.

I'll make a little tutorial on how to do this once I figure out how animations work.

- Steve
Please show me the source model:)

SHJordan
09-21-2009, 12:51 AM
W00T nice addon! =D

Dub
09-21-2009, 01:51 AM
http://honlabs.com/forum/showthread.php?t=3 is an instruction for how you can use the plugin. I'm working on a complete tutorial on how to create your very own hon hero. It will take a bit to fully finish but I'll post it on that forums. It's still being finished but the start of it is up.

- Steve

Techies
09-21-2009, 11:50 AM
I'm still playing with the model exporter, trying to get animations to work and seeing how stuff works. But at the moment. http://honlabs.com/worm.jpg I made a little wormy for the Lich Test hero lol.

I'll make a little tutorial on how to do this once I figure out how animations work.

- Steve

Omg it's earthworm Jim, I wantz!!!

mgoss
09-21-2009, 02:39 PM
Can you make one for Maya.

Flufd
09-21-2009, 05:45 PM
Hey guys this is great, what is the average polycount on one of your high LOD hero models?

sevensix
09-23-2009, 10:16 PM
any chance of Maya or FBX support?

RectumizatoR
09-24-2009, 12:16 AM
Need a Softimage XSI exporter too !! ;)

Khaos`
09-24-2009, 12:51 AM
Is there anyway to use in-game models for custom heroes and items? I cannot for the life of me seem to get Night Hound's Smoke Bomb effect to work for my item! :(

WebitoRico
10-06-2009, 10:48 AM
Maya Exporter wold be of so much help :( !!! Plz maliken !

tomlol
10-12-2009, 03:05 PM
Thanks. I shall give this a go whenever I make a hero suggestion. :)

gOt_gAnK
10-15-2009, 12:14 PM
Great work, this is far more important than fixing the mass login problem!
your a clown and should die in a wild grass fire.
i hope your childeren get cancer lala~

ImpBloody
10-20-2009, 10:50 AM
If any of you figure this out, I'm working on a hero, and i want to import my own custom model, i did model somewhat for warcraft 3, and it seems almost similar if not entirely, please contact me, Black phantom from below is my hero, and also, im working on a guide on how to do this as well, Designing new heroes (http://forums.heroesofnewerth.com/showthread.php?t=34210)

eaxs
10-20-2009, 11:02 AM
Keep in mind. This currently only works with Max 8. We are going to update it when we get the time, but for now, Max 8 is all it supports.
Poor HoN modders...if you only knew. This tool exists for over 2 years, it's not new at all.


We are going to update it when we get the time
I've heard that 2 years ago...lol

Epoks
10-21-2009, 03:55 AM
Hey guys this is great, what is the average polycount on one of your high LOD hero models?

Here you go.



There are 3 LOD's: High, Medium, and Low - Yes, you must make all 3 yourself.
Polycounts (Triangles):
High: up to 3000
Med: up to 1200
Low: up to 500....i think - if you can't manage this, try to get it as low as possible, we have a few that are a bit over the limit.

Textures - all 3 LOD's use the same textures, unless UV's of the Low are drastically different, thus a separate texture is needed - if this can be avoided, it is best.

Here are the following texture maps we can do as of now:

Diffuse

Normal - Although some characters don't appear to be supporting it, Normal Maps can work properly on flipped/mirrored UV's

Specular

Specular Color - as of now, if this is used, it becomes the specular "level" as well, and there is no need for a greyscale Specular Map

Opacity - Pretty much only black and white - no shades of grey. It is possible to do gradations, but we haven't used it on any models in this game. It can create visual problems when the model is on top of other half-transparent things - like the river/water shader.

Glow/Self Illumination

Occlusion - we can do this, but we haven't on any of the model's in this game.

One last thing you need to make is a Team Color map. This allows team colors to be possible.
The Team Color Map is always pure white. Then, in the alpha channel is where you designate where on the texture map team colors are. Coinciding with that, you make those same designated areas greyscale and brighter on the Diffuse map....kind of hard to explain without being there to show you. If you can get a hold of any hero's Diffuse and Team Color - then look in the alpha channel of the team color, I think you will get how it works.

All textures are saved as a Targa (TGA).

All texture maps are 256 x 256 pixels large.
Except usually the Glow and Team Color maps are 128 x 128 - mainly because they can be smaller but still look about the same considering how un-detailed they usually are.
If you feel like it as well, icons are saved as 128x128 targa's.

All models in the game are automatically about 35% ambient - meaning, 35% self illuminated - so keep that in mind when making textures.


Seems like we need a sticky thread specific to modding/creating new hero art with all this information in it. Or even a wiki.

Zaraky
10-24-2009, 10:54 PM
This only work in 3ds max 2008 and wont work on 2010 right?

MaxGhost
10-24-2009, 10:57 PM
This only work in 3ds max 2008 and wont work on 2010 right?
Only works in 3ds max 8.

MeltyBlo0d
10-25-2009, 05:51 AM
models use skeletal or vertex animation? or no difference - the plugin all the same correctly exports?

Iprox
10-28-2009, 06:04 PM
Ehm, where did S2Ari write that essay? In a thread? Can't find it!

Epoks
10-28-2009, 08:17 PM
Private message.

@Melty, I think they mostly use skeletal, but there is a good chance that vert animation will work.

Jaycoob
10-31-2009, 04:06 AM
Question... which folder in HON should I put this to? or if no need, how do I open the file?

MaxGhost
10-31-2009, 09:53 AM
Question... which folder in HON should I put this to? or if no need, how do I open the file?

What do you mean? The plug-in, or the exported .model files that the exporter created?

Jaycoob
10-31-2009, 10:04 AM
to be clear, how do I use this?

MaxGhost
10-31-2009, 12:17 PM
to be clear, how do I use this?

Umm... if you answered my question I would have an idea what you're talking about...

Jaycoob
10-31-2009, 10:19 PM
the plug-in that's already in this download provided. I mean how do I use the exporter?

MaxGhost
10-31-2009, 10:31 PM
http://honlabs.com/forum/showthread.php?t=3
The honlabs forum has alot of useful information you could use.

Robbo
11-09-2009, 01:18 PM
I thought the exporter we use for Savage XR worked for HoN as well. If it does then it works with max9 I think.

Maysh
11-24-2009, 08:26 PM
does anyone know roughly how many polygons are used in the hero models

Yooby
11-28-2009, 05:32 PM
any eta on when this will be available for recent versions of max?

MaxGhost
11-28-2009, 07:42 PM
any eta on when this will be available for recent versions of max?

My guess is once the SDK is released, they'll release a newer version. I think the reason they released this one is because S2's modelers use max 8.

Yurixy
12-01-2009, 07:06 AM
max 8 = max 2009 ?

MaxGhost
12-01-2009, 04:11 PM
max 8 = max 2009 ?

No I think 3ds max 8 was built in 2005. 3ds max 2010 was actually released in April of 2009 (from wikipedia).

Yurixy
12-01-2009, 11:51 PM
u.u i dont know where i "found" that max 8 was max 2009 and downloaded it, my mistake cuz didnt work my model for hon

well.. i will just wait the map editor
-.-'

Thysios
12-04-2009, 03:41 AM
onlyy works with max 8!!!!! i only have mad 2010 :(

lethalvortex
12-04-2009, 02:09 PM
Maya Exporter wold be of so much help :( !!! Plz maliken !

agree, i only know autodesk maya. export to obj would work with maya;)

S2Los
01-25-2010, 02:09 PM
to be clear, how do I use this?

you need to map this plugin to 3ds Max 8,
in the menu bar go to
Customize> configure user paths > 3rd party plugins> add>

-select the s2exporter from where every you have it saved. Then just reset 3ds
Max.

-Go to the utilities panel, in the More Tab you will find the s2exporter there.

hope this is helpful.

Aleste
01-26-2010, 06:16 AM
you need to map this plugin to 3ds Max 8,
in the menu bar go to
Customize> configure user paths > 3rd party plugins> add>

-select the s2exporter from where every you have it saved. Then just reset 3ds
Max.

-Go to the utilities panel, in the More Tab you will find the s2exporter there.

hope this is helpful.

You can be even more helpful if you give us a Max 2010 version :D

Ates
02-01-2010, 01:15 PM
Nice man , thanks a lot!!!:pred:

ReDsKiN
02-02-2010, 08:58 AM
Freezes during export :(
Any idea what bones are needed/not needed, as using daz3d there is alot of bones
And what i do is create in daz3d then export as obj into 3ds max 8.

Pisus
02-02-2010, 10:04 PM
Freezes during export :(
Any idea what bones are needed/not needed, as using daz3d there is alot of bones
And what i do is create in daz3d then export as obj into 3ds max 8.
The bones are named "_bone_name" replace "name" with the name of the bone.

For a better reference you can take a look at the model viewer from the Savage 2 map editor (http://forums.heroesofnewerth.com/showthread.php?t=41011).

Off Topic: Test

Oloko
02-08-2010, 02:31 PM
The bones are named "_bone_name" replace "name" with the name of the bone.

For a better reference you can take a look at the model viewer from the Savage 2 map editor (http://forums.heroesofnewerth.com/showthread.php?t=41011).

Off Topic: Test

Hum I don't know what you want to use the model viewer for, but I think you will get better result to see the bones using HoN. You can use 'vid_drawbones "true";vid_drawbonenames "true";' while in a practice game and use freelook to get a good view of your models bones (you can also use 'vid_drawMeshes "false"' to have a better views of the bones).

Here is the result (http://img31.imageshack.us/img31/9909/shot0001rv.jpg).

mheyman
03-11-2010, 10:53 PM
Any chance of getting an exporter for Maya (either version 2009 or 2010?)

Amdir
04-27-2010, 03:22 PM
Will this soon work with newer versions of Max?

Link42
05-31-2010, 07:27 AM
since no one has annoyed you about this, any chance of getting the Max 10?

rndmz
05-31-2010, 07:45 AM
Will this soon work with newer versions of Max?

Tried it with max 2008. Didn't work.


Only possibility I currently see is exporting your model as an object to Blender and then export it with the Blender script.

Edit: Oh you said soon... no idea. I expect to see a newer version of the exporter with the release of the SDK in about 2 months or so.

Yuichi
06-02-2010, 03:16 PM
Expect a new version of this when someone buys S2 a new version of 3ds max. :P

sorryDnoodle
06-03-2010, 09:20 PM
But what about maya!? :(

MaxGhost
06-03-2010, 11:09 PM
But what about maya!? :(
Nope. S2 uses 3ds max 8. Your only other alternative is Blender.

Hellhund
06-10-2010, 06:36 AM
I am using blender too but I am not even close to understand how the animations work can only make some models after watching the blender tuts but this game's models looks much more complicated a small tut could be very usefull or maybe some basics about animations and exporting :D

AdolfSlither
06-16-2010, 10:12 AM
Thas cool, but i ahve max 11 :) Selling it for 50$ :)

Thysios
06-16-2010, 10:13 AM
Necro!!
ANything for max 2010 yet? :(

Balley
06-28-2010, 12:44 PM
i want to play around. but i cant get max 8 to get it working on windows 7 64bit:(

Yuichi
06-28-2010, 01:46 PM
Better to use blender then which is imo 100% better than max... and doesnt encourage you to be a pirate...

MaxGhost
07-02-2010, 10:24 AM
i want to play around. but i cant get max 8 to get it working on windows 7 64bit:(

Works fine for me.

TheOSC
09-23-2010, 06:51 PM
Better to use blender then which is imo 100% better than max... and doesnt encourage you to be a pirate...

Except that no one in the game industry would waste there time with blender =D (3DS or Maya pick one and be happy) Also students don't have to pirate this stuff they buy it for cheap... Any news on a 2010 or 2011 version yet, I would really like to get a look at how your models and animations are composed/work

Psychel
10-11-2010, 09:40 AM
Update it. and add maya support. cmon, id get into it if i knew how to code but realy.


Except that no one in the game industry would waste there time with blender =D (3DS or Maya pick one and be happy) Also students don't have to pirate this stuff they buy it for cheap... Any news on a 2010 or 2011 version yet, I would really like to get a look at how your models and animations are composed/work

People in the industry use blender already. Comercialy and private. alot more than you could realize.
Students usualy get PLE version, restricted to other functions. You dont get alot of discount, however you look att it.
2011 should be a great update, id like to see it done pronto to but it seems updating some strings takes alot longer time for them for some reason.

Feliwir
10-27-2010, 11:28 AM
Does it work on 3DS MAX 7 and when not can u make it run on 3DS MAX 7 ?

MaxGhost
10-28-2010, 09:44 AM
Probably not, and the next time they'll update it is most likely along with the release of the SDK.

Thysios
10-28-2010, 09:54 AM
Except that no one in the game industry would waste there time with blender =D (3DS or Maya pick one and be happy) Also students don't have to pirate this stuff they buy it for cheap... Any news on a 2010 or 2011 version yet, I would really like to get a look at how your models and animations are composed/work

We got a 3 year licence for Max 2011 student vertion for free :D.

Emin3m
12-19-2010, 12:05 PM
some1 know how can i convert from milkshape to gmax 8 ? i ask this question for my friends

Amuse
01-20-2011, 11:13 AM
Bumping for justice..Still need a Max 2010/2011 version, please!

The SDK is out now, and it's been over a year since this was updated..Surely you guys have had SOME time in the past year to update it. I can't imagine your artists are still using Max 8.

Pixologic
01-22-2011, 05:58 AM
where is the blender importer/exporter?

Pixologic
01-22-2011, 06:11 AM
anyone knows?

EDIT: I found it...

rndmz
03-02-2011, 02:05 PM
http://www.metacafe.com/watch/6035989/exclusive_behind_the_scenes_with_paula_garces/

at 1:11 it shows the viewcube introduced in 3ds max 2009 , does that mean there exist an exporter/importer for a newer version of max ?

Supercheese
03-11-2011, 03:25 PM
When I export using this tool, the models seem to work fine, but the textures do not.

They look fine in 3ds: http://img848.imageshack.us/img848/1342/3ds.png

But in HoN, when I spawn them using Test++, the textures do not display: http://img853.imageshack.us/img853/2045/inhon.jpg

The .dds file was copied by the S2 Exporter, and it's in the same folder as the .mdf and .model... but no dice.
Can anyone help?

Strider
03-11-2011, 03:33 PM
When I export using this tool, the models seem to work fine, but the textures do not.

They look fine in 3ds: http://img848.imageshack.us/img848/1342/3ds.png

But in HoN, when I spawn them using Test++, the textures do not display: http://img853.imageshack.us/img853/2045/inhon.jpg

The .dds file was copied by the S2 Exporter, and it's in the same folder as the .mdf and .model... but no dice.
Can anyone help?

Looks like something went wrong in the .material file and its not reading the textures properly, you should convert the .dds to .tga and then link those in to the material. Use notepad.

Supercheese
03-11-2011, 03:38 PM
Looks like something went wrong in the .material file and its not reading the textures properly, you should convert the .dds to .tga and then link those in to the material. Use notepad.

Thanks for the quick reply, testing now...

Supercheese
03-11-2011, 03:53 PM
Hmm, converting the .dds to .tga, saving it in the same folder, and changing all references in the .material didn't help. Here's what the .material looked like fresh out of the exporter:


<?xml version="1.0" encoding="UTF-8"?>
<material>
<parameters vDiffuseColor="1.0000 1.0000 1.0000" fSpecularLevel="0.0000" fGlossiness="8" fOpacity="100.0000" fReflect="1.0000" />
<phase name="shadow" vs="mesh_shadow" ps="mesh_shadow" srcblend="BLEND_ONE" dstblend="BLEND_ZERO" translucent="false" cull="CULL_BACK" />
<phase name="depth" vs="mesh_depth" ps="mesh_depth" srcblend="BLEND_ONE" dstblend="BLEND_ZERO" translucent="false" cull="CULL_BACK" />
<phase name="color" vs="mesh_color_flat" ps="mesh_color_flat_occlusion" srcblend="BLEND_ONE" dstblend="BLEND_ZERO" translucent="false" cull="CULL_BACK" layer="0">
<sampler name="diffuse" texture="$white" repeat_u="true" repeat_v="true" scale_u="1.0000" scale_v="1.0000" fps="15" mipmaps="true" fullquality="false" nocompress="false" filtering="true" border="false" />
<sampler name="occlusion" texture="GauriBarracksBase.dds" repeat_u="true" repeat_v="true" scale_u="1.0000" scale_v="1.0000" fps="15" mipmaps="true" fullquality="false" nocompress="false" filtering="true" border="false" />
</phase>
<phase name="fade" vs="mesh_color_flat" ps="mesh_color_flat_occlusion" srcblend="BLEND_SRC_ALPHA" dstblend="BLEND_ONE_MINUS_SRC_ALPHA" translucent="true" cull="CULL_BACK" layer="0">
<sampler name="diffuse" texture="$white" repeat_u="true" repeat_v="true" scale_u="1.0000" scale_v="1.0000" fps="15" mipmaps="true" fullquality="false" nocompress="false" filtering="true" border="false" />
<sampler name="occlusion" texture="GauriBarracksBase.dds" repeat_u="true" repeat_v="true" scale_u="1.0000" scale_v="1.0000" fps="15" mipmaps="true" fullquality="false" nocompress="false" filtering="true" border="false" />
</phase>
</material>


As I said, changing those .dds references to the new .tga didn't change anything in-game. =\

Strider
03-11-2011, 04:02 PM
Don't rely on 3DsMax8 exporter .material file, heard its kinda likes to bug out in rare cases.

There's an easier way, open up the resources0.s2z and then go to the world\props\legostatue '' From there, copy the .material file in to your model folder, replace the legostatue's texture paths/files with your own, make sure to add the full path E.i ''/world/props/X/(your texture.tga) , if that doesn't work then try to just add the texture name.

Make sure that the .material file has the same name as your model material.

Edit:
Did you change the ''diffuse'' line ? If not then that might be the problem -> change the ''$white'' to ''TextureName.tga''.
Diffuse is the color/main texture layer while occlussion is hardly used in HoN, you might want to replace that with a normal map.


</phase>
<phase name="fade" vs="mesh_color_flat" ps="mesh_color_flat_occlusion" srcblend="BLEND_SRC_ALPHA" dstblend="BLEND_ONE_MINUS_SRC_ALPHA" translucent="true" cull="CULL_BACK" layer="0">
<sampler name="diffuse" texture="$white" repeat_u="true" repeat_v="true" scale_u="1.0000" scale_v="1.0000" fps="15" mipmaps="true" fullquality="false" nocompress="false" filtering="true" border="false" />
<sampler name="occlusion" texture="GauriBarracksBase.dds" repeat_u="true" repeat_v="true" scale_u="1.0000" scale_v="1.0000" fps="15" mipmaps="true" fullquality="false" nocompress="false" filtering="true" border="false" />
</phase>
</material>
But again, the easiest way is to just copy&paste an existing world material and use that. :deme:

Supercheese
03-11-2011, 04:20 PM
Well, nothing's really working (likely since I have no idea what I'm doing!), and it wasn't massively important to me anyway, so I'm not going to continue puzzling over it.

Thanks for your help though. I know it must work for you, judging by the maps+models you've made!

Spiky
03-18-2011, 02:27 PM
omg, simply amazing :D

cheezus_
06-19-2011, 04:31 AM
So im going to bump this as there is still no new version for 3DS max and now i am interested in trying to take out hon 3d heroes and chuck them in after effects animations.

Is there another way to do this already?

EDIT: Found the latest updates
http://forums.heroesofnewerth.com/showthread.php?t=238517&highlight=model

Dazius
06-24-2011, 12:58 PM
:S, it's not loading the exporter T.T it says its not made for that version of the program, we ARE talking about 3ds MAX 2008 right??. is it for design edition or something??? :S

ReDsKiN
06-25-2011, 03:35 AM
:S, it's not loading the exporter T.T it says its not made for that version of the program, we ARE talking about 3ds MAX 2008 right??. is it for design edition or something??? :S

3ds Max 8, not 2008

Dazius
06-27-2011, 12:09 AM
3ds Max 8, not 2008 Jaja yeah...
that thing with the name of the program really is confusing... downloaded 3 3ds Max before getting the right one -.-

EssEt
07-21-2011, 07:27 AM
Is there anyone that could export all original high poly heroes to 3ds and make a .zip pack for us without blender or max to download =) I think theres a lot of ppl that would appriciate that :D if thats even possible, i want to use the heroes in c4d.

RLS_
10-27-2011, 06:26 PM
Sorry but where can i have 3D max ?

PowerOFF
11-05-2011, 11:46 AM
Ah, does anyone have exporter for 2012 ?



Sorry but where can i have 3D max ?

Buy it