oh yes I forgot the part where I copy the mesh and take it as a snapshot. the code I posted is the function to output the mesh (function OutputMesh), but I also do that in another section of the code. the following code happens when the export button is pressed. loops through all objects (skipping hidden and…
hello there, I'm working on a Maxscript model exporter for my game. it's actually based on someone else's code but I've had to modify it to suit the game and I now got a pretty good understanding of it. however I'm having some problems with the uwv's. wherever there's a seam in the uwv's I get a weird result, and I can't…
I wrote once my own binary exporter also for custom engine. The code doesn´t care about modifier´s or whatever is on the stack, all that matters is the final state of the mesh. WHat it does is it takes a snapshot of the mesh/poly (converted to mesh) and read out that data. There was some hack around the UV extraction but I…
I did that texture size stuff to compress the filesize- because it was for a online engine. That´s odd,- did you tried to merge the whole stack so that you only have the poly without any modifiers any more on it- and then run the code ? alternativly but just like you said yourself you could convert or copy it via maxscript…
ok I'm trying a new approach now. what I'm trying to do is to get the verts and tris from the uwv's first, and then try to get their position in the world. this way I'll get the correct amount of tris+verts regarding the uwv's: wherever there's a seam on the uwv's there will be a seam (invisible, thanks to the normals) on…
ok in further investigation it seems the problem is caused by missing TVerts. it seems the amount of TVerts is set by how many verts you have in the uwv's (for example by breaking poly's on unwrap uwv you get more) now, by needing all vertices in the mesh including redundant ones (num tris * 3) instead of actual all-welded…