HAX

Utilities designed primarily for Halo CE.
Post Reply
Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

HAX

Post by Tanasoo »

The wait is finally over for 3DS max 9 and Gmax users for a Animation export tool for HEK! The scene setup is the same as for Blitzkrieg, and it is fully functional with Max 5+ and Gmax 1.2.

Code: Select all

/*			   Halo Animation eXporter script by Tanasoo	 	    */
/*			 	Compatible with 3ds max 5+ and Gmax 1.2				*/
/*						Current Version: 1.0B						*/
/********************************************************************/
/*					  Installation instructions:						*/
/*	1)Place "Halo_Anim_eXporter.mcr" in the 3ds max (or Gmax) root  */
/*	  Directory \ui\macroscripts									*/
/*	2)Lanuch 3DS max (or Gmax, duh ;)) Then click "Customize>		*/
/*	  Customize User Interface" Then Click the "Toolbars" tab and 	*/
/*	  from the "Category" drop down list select "HAX" Now from the 	*/
/*	  list, just drag "Halo Animation eXporter" to any toolbar you 	*/
/*	  like, Hit the button and enjoy!								*/
/********************************************************************/
/*							Instructions:							*/
/*	This script will export nodes with both "frame" and "Bip01"		*/
/*	prefixes. It will ignore anything that is not liked to the frame*/
/*	and any object starting with "#" linked to the bones. 			*/
/*	***Make sure to un-link or delete any nodes that do not start 	*/
/*	with "#" form the parent Frame before exporting!!!***			*/
/*																	*/
/*	1)Delete any objects (including skinned mesh) as stated above	*/
/*	2)Enter desired Node List Checksum. This can be found in the 	*/
/*	.gbxmodel tag in Guerilla (near the bottom)						*/
/*	3) Select export mode. (File only works with 3DS MAX)			*/
/*	4)Hit Export!													*/
/********************************************************************/
That's pretty much it :D If you run into any bugs, just post 'em here. Its my first export script, so I hope there aren't TOO many :wink:

***Update***
Version 1.2B in now up! Now it's not toxic to ANYONE!!! :lol: I fixed a few minor bugs, too...
Attachments
HAX 1_2B.zip
Unzip"Halo_Anim_eXporter.mcr" into the 3ds max (or Gmax) root Directory \ui\macroscripts
(3.3 KiB) Downloaded 162 times
Last edited by Tanasoo on Tue Apr 17, 2007 10:26 am, edited 2 times in total.
Super_Sunny





Posts: 23
Joined: Sat Mar 24, 2007 10:58 am

Post by Super_Sunny »

You are amazing <3 Good work my friend
User avatar
GametagAeonFlux




Bloodhound Acolyte Orb Commentator
Pyre Socialist

Posts: 9320
Joined: Sun Jun 06, 2004 7:27 pm
Location: Lincoln, NE

Post by GametagAeonFlux »

Nice work Tanasoo, catchy name too. :P
Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

Post by Tanasoo »

Thanks! It was actually going to be HEK Animation Exporter as first, but I was just staring at the monitor one time when I was trying to figure out how to setup the Child/ sibling relations ad I read it out of the corner of my eye as Hek Animation eXporter... Then I changed it to Halo for some reason... :roll: Besides, names like that get people's attention XD.
User avatar
TomClancey





Posts: 2565
Joined: Sat Jan 28, 2006 6:49 am
Location: Ohio
Contact:

Post by TomClancey »

Woh, finally released this. Great job!
Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

Post by Tanasoo »

I actually just found a big bug in the script that happens with larger hierarchies, like FP animations, and Bipeds ( I tested with smaller amounts of nodes). This bug causes the nodes to "explode"... I have located the problem, and I'm working on it right now, It'll be back up soon. Sorry for the delay
Tanasoo




Literarian 250

Posts: 298
Joined: Sat Jan 01, 2005 7:15 pm

Post by Tanasoo »

OK I fixed all of the *known* bugs... And it should work for bipeds AND FP animations, too. 8)
demonmaster3k





Posts: 148
Joined: Mon Sep 05, 2005 10:25 am

Post by demonmaster3k »

this really really helps (now i just need to figure out how to remove the blackened backfacing faces in max 9 for lv design)

thanks to you i can finally throw out that copy of max 8 i have.
User avatar
TomClancey





Posts: 2565
Joined: Sat Jan 28, 2006 6:49 am
Location: Ohio
Contact:

Post by TomClancey »

Why would you "throw" out a copy of 3ds max 8? That's like throwing 4 grand out the window. Sure it's not needed since you have 9, but why throw it away? (Though I doubt you did buy Max 8 and 9).
AHSSONIC





Posts: 2
Joined: Mon Jul 02, 2007 5:44 pm

Post by AHSSONIC »

i get the following error when attempting to compile animations in tool:

10.20.07 22:01:23 tool pc 01.00.00.0609 ----------------------------------------------
10.20.07 22:01:23 reference function: _write_to_error_file
10.20.07 22:01:23 reference address: 42ca20
10.20.07 22:01:23 Couldn't read map file './toolbeta.map'
10.20.07 22:01:23 EAX: 0x0000001A
10.20.07 22:01:23 EBX: 0x00189373
10.20.07 22:01:23 ECX: 0x7FFFFFFE
10.20.07 22:01:23 EDX: 0x003C3BE3
10.20.07 22:01:23 EDI: 0x00607A6A
10.20.07 22:01:23 ESI: 0x0012EE1C
10.20.07 22:01:23 EBP: 0x0012EE68
10.20.07 22:01:23 ESP: 0x0012EDDC
10.20.07 22:01:23 EIP: 0x005F6358, 80 38 00 74 ?????
10.20.07 22:01:23 EXCEPTION_ACCESS_VIOLATION


Please help me fix it!!
Jay_Shisky





Posts: 1
Joined: Fri Nov 02, 2007 8:27 am

Post by Jay_Shisky »

I made a testing lift using GMAX and HAX.

I make the sub tree like so,

Frame
Lift_Post
Frame_Lift
Lift

I export the jms using chimp. (I have to assing a tecture to Frame_Lift or it will not compile)

Then I delite Lift_Post, and Lift and export using HAX.

I compile them all and make a scenery.

when i try to put it in sapien it gives me a message that says something like,

"the Scenery\Test\test animation does not match scenery\test\test gbxmodel.

The scenery will not animate"


I realy need help.
Post Reply