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Thread: S2 HoN 3DS Max Exporter

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  1. #41
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    Quote Originally Posted by Jaycoob View Post
    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?

  2. #42
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    to be clear, how do I use this?

  3. #43
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    Quote Originally Posted by Jaycoob View Post
    to be clear, how do I use this?
    Umm... if you answered my question I would have an idea what you're talking about...

  4. #44
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    the plug-in that's already in this download provided. I mean how do I use the exporter?

  5. #45
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    http://honlabs.com/forum/showthread.php?t=3
    The honlabs forum has alot of useful information you could use.

  6. #46
    I thought the exporter we use for Savage XR worked for HoN as well. If it does then it works with max9 I think.

  7. #47
    does anyone know roughly how many polygons are used in the hero models
    Last edited by Maysh; 11-24-2009 at 08:29 PM.

  8. #48
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    any eta on when this will be available for recent versions of max?

  9. #49
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    Quote Originally Posted by Yooby View Post
    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.

  10. #50
    max 8 = max 2009 ?
    http://yurixyworks.com

  11. #51
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    Quote Originally Posted by `Yuri` View Post
    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).

  12. #52
    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
    -.-'
    http://yurixyworks.com

  13. #53
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    onlyy works with max 8!!!!! i only have mad 2010

  14. #54
    Quote Originally Posted by DeathScout View Post
    Maya Exporter wold be of so much help !!! Plz maliken !
    agree, i only know autodesk maya. export to obj would work with maya

  15. #55
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    Quote Originally Posted by Jaycoob View Post
    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.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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  16. #56
    Quote Originally Posted by S2Los View Post
    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

  17. #57
    Nice man , thanks a lot!!!

  18. #58
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    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.


  19. #59
    Quote Originally Posted by ReDsKiN View Post
    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.

    Off Topic: Match Test

  20. #60
    Quote Originally Posted by FrozenDragon View Post
    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.

    Off Topic: Match 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.

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