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Re: 3DS 2 PIE converter

Posted: 29 Sep 2009, 01:11
by Per
Maybe if you post the 3DS file, someone can help you figure it out...

Re: 3DS 2 PIE converter

Posted: 29 Sep 2009, 05:32
by XboxJosh
Uploaded to here.

Re: 3DS 2 PIE converter

Posted: 13 Sep 2010, 03:14
by Roach
Before I get started on modeling, I have a question regarding standard model sizes.

I know to my own knowledge that 128 = 1 tile in Warzone 2100. So if I was to make a model has a size of 128x128x182
using default units in Gmax or 3DS Max will the model correspond to the size of one tile ingame when converted to .pie format?
If no, then would anyone with warzone modeling experience explain. I just don't want code any new models ingame that appears to large or small when converted.

~ Roach

Re: 3DS 2 PIE converter

Posted: 17 Sep 2010, 04:09
by Safety0ff
Roach wrote:I know to my own knowledge that 128 = 1 tile in Warzone 2100. So if I was to make a model has a size of 128x128x182
using default units in Gmax or 3DS Max will the model correspond to the size of one tile ingame when converted to .pie format?
Yes, as long as when 3DS Max saves a model then 1 "default unit" gets saved as 1 in the 3DS file (in floating point.)

Also, the origin should be the center of the model.
Ex: The unit cube (i.e. 1x1x1 tile) would have the following vertices (in pie coordinates)

Code: Select all

    -64  0  -64
    -64  -0  64
    -64  128  -64
    -64  128  64
    64  0  -64
    64  0  64
    64  128  -64
    64  128  64

Re: 3DS 2 PIE converter

Posted: 17 Sep 2010, 23:46
by Roach
Thanks!, just what I needed. :D Another question:

What are the naming conventions used for assigning bones and model elements that are used for buildings and vehicles alike? like a weapon "muzzle_01"," barrel_01" or "turret_01" for example.

Re: 3DS 2 PIE converter

Posted: 18 Sep 2010, 05:57
by Roach
I've made my first attempt but for odd reasons it fails to load ingame after conversion, too many points ingame? it says
but the original .MAX model only has 352 triangles and 216 vertices before exporting to .3ds

I'm using 3DS Max 2010 by the way.

Code: Select all

--- Starting log ---
error   |07:38:12: [_imd_load_level] _imd_load_level: too many points in IMD
error   |07:38:12: [iV_ProcessIMD] iV_ProcessIMD icbmsilo.pie unsuccessful
error   |07:38:12: [dataIMDBufferLoad] IMD load failed - icbmsilo.pie
error   |07:38:12: [resLoadFile] resLoadFile: The load function for resource type "IMD" failed for file "icbmsilo.pie"
fatal   |07:38:12: [resLoad] Failed to parse wrf/piestats.wrf
see attachments below

Re: 3DS 2 PIE converter

Posted: 18 Sep 2010, 21:53
by Safety0ff
Roach wrote:I've made my first attempt but for odd reasons it fails to load ingame after conversion, too many points ingame? it says
but the original .MAX model only has 352 triangles and 216 vertices before exporting to .3ds
IIRC that 3DS converter doesn't remove duplicate vertices, it does a straight forward conversion (unlike the tool I'm working on,) so you end up with 2 or 3 times as many vertices.

I have heard that you can use blender to remove the duplicates vertices.

Re: 3DS 2 PIE converter

Posted: 19 Sep 2010, 05:01
by Roach
Looks like I've got no other choice then...I guess I'm limited to making new models that are limited to at least 100 polygons for now until someone develops a MaxScript for .PIE exporting and importing. I don't get along with Blender very well, especially as a 3DS Max user. Thank you for your response. :)

Re: 3DS 2 PIE converter

Posted: 26 Jul 2011, 20:14
by Midsummersnow
Does anyone know if there's a PIE 2 3DS Converter? So I can make the meshs in PIESlicer then convert them to Blender etc.

Re: 3DS 2 PIE converter

Posted: 21 Oct 2011, 19:11
by Boris
only PIESlicer can make original 3d model..sorry,, but no exist any 3d program or converter for make good and ease...you can export from 3ds in to txt and edit points manual..but texture you must fix..

Re: 3DS 2 PIE converter

Posted: 21 Oct 2011, 20:27
by Per
In the Warzone source, you can find a program called 'simplipie' that will filter out duplicate points (and tessellate all polygons to triangles, and remove unused flags). However, you need to compile it up yourself and run it from the command line, so not a very user friendly solution.

Re: 3DS 2 PIE converter

Posted: 21 Oct 2011, 21:27
by MaNGusT
viewtopic.php?f=33&t=7849#p88935 the best pie converter.

Re: 3DS 2 PIE converter

Posted: 27 Oct 2011, 13:17
by Boris
but steel you need edit that manuel..yes??

Re: 3DS 2 PIE converter

Posted: 27 Oct 2011, 20:38
by lav_coyote25
Boris wrote:but steel you need edit that manuel..yes??

yes.

Re: 3DS 2 PIE converter

Posted: 22 Jul 2012, 00:17
by Boris
for someone that is complicate..