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Tank Model Exporter Utility

editor modding mesh editing

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JLdragon #361 Posted Feb 03 2019 - 08:27

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Well I dont know what i can offer as helpful, but here is a screenshot of my 3DSmax unit settings.. Also unless your adding animation, turn off your Time tag option. and hide your animation bar so that nothing is added by accident while remodeling.

 

As far as the camo thing.. do you have the Camouflage files correctly located in your Res_mod folder?

In order for them to work, you must have them there.. TE as far as i know does NOT pull the camouflage textures from the.PKG.. If you need the file.. you can find it Here

Camouflage Pattern files.. Extract, then drop the vehicle folder into your 1.3.0.1 folder.. Make sure to put a copy of it somewhere safe..

It is ALL of the camouflage texture patterns.. then that should fix the white camo icons in your TE.

As far as the glowing thing.. thats a first for me to see..



MigEater0 #362 Posted Feb 03 2019 - 14:18

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When I try to start the program it crashes when it gets to "Creating Nodes by tier (02)" with an error messages of "System.NullReferenceException: Object reference not set to an instance of an object." Any help would be appreciated.

Edit: I updated the game & it's working now.

Edited by MigEater0, Feb 03 2019 - 16:12.


Coffee_ #363 Posted Feb 03 2019 - 17:15

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Version 79 and 80 fixes a couple of issues with the camouflage.

 



Coffee_ #364 Posted Feb 03 2019 - 17:29

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Try deleting the entire wot_temp folder.

On my system, windows deleted the decals for the terrain for some unknown reason. There is ZERO code to delete these textures in my code. Only to write them and read them.

Open File Explorer and type %temp% and press enter. That should show the temp folder. Find and delete the wot_temp folder and restart Tank Exporter.

I updated TE to fix the camouflage issue. I wasn't opening the texture if it wasn't found in the res_mods folder. I stupid coding error!

 

PS.. I have to get a new keyboard.. This thing is skipping keys constantly! ARGH!!



Coffee_ #365 Posted Feb 03 2019 - 17:32

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View PostMigEater0, on Feb 03 2019 - 08:18, said:

When I try to start the program it crashes when it gets to "Creating Nodes by tier (02)" with an error messages of "System.NullReferenceException: Object reference not set to an instance of an object." Any help would be appreciated.

Edit: I updated the game & it's working now.

Thanks for coming back and updating your post.. Other wise I might of spent a bunch a time chasing after a ghost in the code :)



Coffee_ #366 Posted Feb 03 2019 - 17:57

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Make sure you use a newly exported FBX from Tank Exporter when getting the scale working. Importing a FBX from MAX that has been scaled wrong will only make things worse!
This is how I have the units set in MAX.. It works perfect for me. 

Spoiler

 

 

You may want to set the view port clipping to the minimum.

Spoiler

 



JLdragon #367 Posted Feb 03 2019 - 21:12

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I'll have to try your settings coffee_ and see how it works for me instead :)..

 

I have mine set to the 1:10 cent. so that when i edit or change the geometry size of any part of the model, instead of having a value of, for example 5.11, it would be .0511, which even if i lose a very minor difference of scale, its less critical and an easier value to set for faster workflow.. Which I don't see any gaps or abnormallities in any of the remodel from that .10% difference that would otherwise cause seam gaps or anything. However your settings look interesting to me ;)



Coffee_ #368 Posted Feb 04 2019 - 15:27

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As long as it works that's all that counts :)

 



Coffee_ #369 Posted Feb 05 2019 - 15:48

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I am going to shut down the server I pay for to run the chat engine. No one has used it in a month.

Spending $16.00 a month for nothing has to end.



Coffee_ #370 Posted Feb 05 2019 - 17:02

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Version 1.4 of the game will be released tonight.
How badly this breaks Tank Exporter is unknown.
I never messed with sorting out anything about these new wheeled vehicles and it might take time to get Tank Exporter to work with them.
I do not think any thing about the tracked tanks has changed and they should be handled with no issues.



Coffee_ #371 Posted Feb 06 2019 - 19:01

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It seems all the regular tracked tanks work with Tank Exporter.
However, the new wheeled vehicles have a new storage format.

Before, there were only 2 storage formats
A. One model with multiple sub model sections.
B. Multiple models with NO sub model sections.

 

The wheel vehicles chassis has 2 models, each with 2 sub model sections.


This breaks a lot of code and will take a bit of time to fix. I will need to add a new primitive writer function just to deal with this new storage format.

Don't expect a fix in the next few days. I have other more important things to deal with.

In the mean time, all tracked tanks seem to be working as before.

 



Coffee_ #372 Posted Feb 07 2019 - 17:46

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My wife and I are moving to a smaller but nicer home at the end of this month. For about a week at the end of this month, I will be unable to use my computer. With packing and other things pressing, I'm not sure I will have time to get TE 100% with the new wheeled models. I'll try but there is no guarantee.

Tank Export works with the new wheeled vehicles now :)


Edited by Coffee_, Feb 08 2019 - 15:40.


Coffee_ #373 Posted Feb 08 2019 - 06:55

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Ok.. This went faster than expected.
I added the code to deal with loading the wheeled vehicles.
You can NOT however write the chassis of these wheeled tanks. It's just to much work I'm not willing to do unless I get something out of it.
The write chassis check box will be disabled if you import a FBX or load a tank that has wheels.

Spoiler

 



Coffee_ #374 Posted Feb 08 2019 - 18:29

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Fixed a few things.. Grab Version 82.





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