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 Asset Repository setup for 3dsmax plugin?

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AthlonJedi
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PostSubject: Asset Repository setup for 3dsmax plugin?   Mon 13 May - 8:43

The 3dsmax export plugin loads in max 2012 but wont export anything because of an error that states there is no repository set for the current model. How do we go about setting this?

Looks like this plugin would be really useful if it works lol
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tichfuie
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Mon 13 May - 9:08

I tried that and no success, same error

then i gave up on it,
and ended just exporting to collada and using MV Collada import tool.

BTW, could not make work the collisions volume to export correctly.

Some times I wonder why am I still using this pile of crap which pretty much keeps me busy fixing the damn engine instead of
creating my game, lol

I dont really understand all this years Multiverse.net was in business with a worthless and incomplete pile of crap.

they were funded for 8 years with millions of dls for this crap? lmao.

no wonder, right after Hero Engine Cloud became what it is now, all MV investors left for good and joined the HE investors club.
hence the MV closing its doors and going open source.

lol
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AthlonJedi
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Mon 13 May - 9:17

I agree. most of the shit in this system is either half finished or simply doesnt work, why the hell I am still trying is beyond me, and a limit of 2000 tris per model? are you kidding? I want my game to look half ass decent not like super mario brothers.
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tichfuie
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Mon 13 May - 9:36

yeah, I am tinkering right now with Unity and ulink networking.

so far looks very decent and way 1000% easier and nicer looking, and all done in C# , so far so good, so going to give Unity a try for a minute and see if it is worth to dive in.

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rotello
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Mon 13 May - 11:27

@Athlon Jedi: No, I don't think it's a limit, there's a recommended 3,000 - 5,000 for character. I just tried converting a hi polygon tree around 10k tris and copied it 10 times to make a tree group. works ok.

@techfuie: I must admit that MV was not our final option, but it did help me to get started again with game programming and asset creations. Unity is great with a free networking or mmo kit, have tried it but sadly it was not for me :

Anyone who will be giving up MV, I would recommend these other free/opensource game engines to continue their work:

* Ryzom (GPL)


* Torque MMO Kit (Modified BSD)

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AthlonJedi
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Mon 13 May - 11:52

Torque mmo kit is in almost the same state multiverse is, I was playing with that before comming back to multiverse, ALTHOUGH the pipline and engine are a little further along as with the addition of torque 3d as it is opensource now, it will support polysoup models and does have more capibility than multiverse does. AND there has also been a AAA mmo made and released with the tmmokit ( minions of mirth ) Downside of that system is the people that now own the rights to it, dont pay much attention to the forums and if they are down , they likly stay down for weeks on end, I have had to personaly call them to let them know it was down and they just kinda brush you off unless you buy MoM.

I havent tried Ryzom yet but from what I hear is more scattered about than multiverse is, though it is easyer to work with.
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rotello
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Mon 13 May - 12:29

I agree, but it's still a good tool. For me, I would be leaning towards Torque3D (with the upcoming v3.0 and project manager) as its now open source (MIT) but you have to create other stuff like a good mmo framework. This is a great example MMO title made with it (not exactly used the MMO kit though)

GIDEON (ENEL Studios)


http://www.garagegames.com/community/blogs/view/20723

Very inspiring, I really like the graphics and speed. They did have a great team working there..

I'm not sure if the game or the devs are still active.. as this was 2 years ago.
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tichfuie
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Mon 13 May - 14:16

yup,

Ryzom looks nice and it is a full complete game.
the only drawback is that it does not use any high level scripting language to expand or mod gameplay.

all the gameplay logic is in C++, UI interface is with lua, last time I used it it takes around 40 mins to compile the client, and that is if you are lucky to get it to compile. you might want to use Ryzom if:
you plan to do a clone with your own models.
or if you are very proficient with C++ to create your own game mods and have the patience to 40 mins for each compilation, that is just ridiculous.


TMMOKIT
if MV is a pile of crap due of its non functional or unfinish features, Tmmokit is just 50 times worse, not because the unfinished gameplay since it is fully functional, but for its poor performance, the server can hold a max of 120 players per world, plus a very poor quality of rendering features.no instancing no server load balancing. I rather use MV 50 better than TMMOKIT crap, at least MV is open source MIT and the server is it strongest feature, instancing, load balancing among several hardware nodes plus an open seamless world.



Torque3D out of the box is a first person shooter, no mmo features, the Guidion project suffered a lot trying to make it rpg and creating the server
as per their blogs, i think they got into a brickwall that they abandoned the project after 4 or 5 years of dev.




I think if Unity with ulink networking backend does not cut it for me, ill just go back to BigWorld Engine, there is nothing better than this engine, this is a true work of art specially designed for MMO games, the server backend is the best networking available up to this day as per my experience and testings with it, it can support millions of ccu with no sweat, dynamic load balancing easy hardware setups, just install server in new hardware node,
configure it to talk to the other node via a control panel, upload your assets and fire up the new server and they will automatically talk to eachother
and load balance themselves without any human intervention,
client side is very good performance, a pleasure to work with tools.

the only drawback for indie licensees is the damn nagging small BigWorld watermark in the bottom right corner of the client that persist all the time.


you can get rid of it by upgrading to commercial license for the little amount of $300,000 minimum, they will give you access to client source only,
so you can get rid of the watermark and add custom features.

so, if you have a spare $300 bucks to get an indie license and you dont mind not having source access and the watermark on the client , then go with
BWT, there is nothing better that it, indie or commercial, nothing beats it for mmo games.


MV strength is the server backend, but the unfinished stuff and client thirdworld dated features, no server collisions, no functional lights, no client server network encryption, and mostly 8ncomplete and non functional ,
will take you years to make it functional and up to par with todays gaming quality before you will even start working on the actual game project,


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rotello
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Mon 13 May - 15:11

Thanks for the info. At least I know what happened with their project. Too bad, it could have been a great MMO game.

I still think there's a great chance with Torque, they are still an active community and constantly improving with their engine. The downside is you still need to come up with a great MMORPG framework on top of it.


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tichfuie
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Mon 13 May - 15:34

yup, torque is ok engine,
i had a license when they were not open source back then, and i liked it.
but torque is very wired for first person shooter engine,
so if you plan to do a single player fps then it is your best shot, other than that will be a pain to strip it down to make it work for other type of game genre, it is not worth the time and money, i dont think there will be a mmo framework for torque any time soon.
too much work and even for funded projects will be a waste of time and money trying to make a framework for it, since there are other already great existing and proven technologies for mmos outhere.

for my experience, the only 2 best proven mmo techs outhere worth a try are: BWT and HE.

as i mentioned before, am testing unity and ulink and so far looks promising, unity and ulink make a great match together,
nice quality 3d engine, tons of resources and tools, very heavy developments and updates, well funded and will be for a loong time, and ulink with ease of use, mmo capable, can escalate very easy, load balancing, dbmanager, lobby system, server side physics and collision detections.

in theory sounds excellent, just need to dive in and see if that is all true, so far looking good.
one thing i am liking it is that there are tools for visual scripting, which make is a very fast developing tool which you can use for both the client and server with ulink, so even better is starting to grown on me. no syntax mumbo jumbo pain with visual scripting, :-)


will keep posted on review.
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Delurin
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Tue 14 May - 3:44

Let me know how the unity ulink works. Everything I have seen with unity is based around a lobby and connecting to smaller games. Nothing with large groups of people in an area.
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Tue 14 May - 5:21

Yep, Unity + ulink or photon are lobby and room based, meaning, not really suited to large scale mmos,

@tichfuie - tmmokit isnt that bad once you start developing on it, the 120 ccu limit can be changed or removed completly, and basicly it is torque with a python wrapper that allows for mmo development, I admit setting up the server and patching system is a bit tricky with the use of svn as the patching backend but its pretty much hit or miss, either you got it or you dont which in itself is a little frustrating.

@Delurin, - wasn't say I am giving up. Just stating that its extremly frustrating at times , especialy in the case of say the 3dsmax plugin. That *looks* like a useful tool, however, like many things in multiverse , was never finished or tested. ALSO people around here with thier condisending attitudes that make smart ass remarks INSTEAD of trying to help.

No names mentioned but, there are those that HAVE worked through these issues and have worked out these problems but when they see someone get frustrated and make posts like this, have nothing to offer except "well, if you think you can do better, fork the code and do it, we look forward to seeing your changes..." Really?

Maybe I will do just that, fix everything in the code, fix the tools, and start MY OWN multiverse collective without the bullshit attitudes with a version that WORKS.

just sayin, some peoples attitudes need adressed.

There are those that have been a big help sometimes though, and for that I THANK THEM , But certian people need to get over thier, "its mine, I own it, so I will lash out at those getting frustrated " Attitude. Fact is, its OPENSOURCE, NO ONE "OWNS" it.

demo world is one example. You mean to tell me in the year and a half you guys have been running the show you havent had the time to put up a demo server?

I dont know for certian what it is with certian people, but I will keep hacking away at it, and taking notes , and HELPING those I can with thier issues.

And one more thing on the good news side of the house, this week I will be investing the time it takes to setup a demo world for new people to look at, Not sure just how t5o go about making more than one world availible to the client yet ( via the dropdown list in the world browser login page ) but I am sure I will figure it out, If not I will just pick the world I think shows off the most of MV's capibilitys and run that one until I do.

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AthlonJedi
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Tue 14 May - 6:01

Back on topic -

It seems the 3dsmax export plugin just needs to be updated for 3dsmax 2012, there are 3 errors about an activex class not being registered for 3 different rollout segments, one of them being the segment you set your asset repo in. Im pretty good with max script so I will look into it further and see what I can do to fix it, then post instructions as soon as I can test it.
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tichfuie
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Tue 14 May - 6:16

ohh yeah, been in that boat before and got the same "shutme" down/ hold your horses i am the boss respose,

i offered my unconditional support and full time to turn around this foundation and it was like talking to a brickwall,

that is why i got discouraged and gave up to make a turnaround of the foundation,
Access denied! lol

I guess they just like it to be this way and never let the foundation take off.

I just dont want to drawn along with them. :-)

anyways.

@Delurin
regarding Unity + ulink, as per my findings, ulink is not room based, altho i could be since it can be used bor both, open world and instancing,


so far found out, that ulink has several plugins apps,
ulink
uzone
udatabase
ulobby


-ulink the main heart of the networking engine,
- uzone for automatic zones instancing, which will deploy new zones up on demand automatically ie: setting max players per zone, max reached in a single zone the master uzone server will deploy automatically a new zone instance redirecting all traffic to this new instance and load balancing the zone.
the beauty is that the zone instance can be in a separate hardware node to load balance the hardware box and expand the whole game accross multiple hardware boxes, the player handover is seamless to the player between server hardware.

-ulobby together with udatabase will work as login authentication so when logged in the lobby will talk to uzone master server so it will handover players to an existing active zone or to a new one if the existing is full, or if no players in the zone the master will shut down automatically the non used zone to save resources,

so far am liking it. ive tried photon, smartfox, etc.. and those are only room based , not good for mmos, plus no server side collisions or server physics,

so ulink gets my vote so far since not just it handles server side physics, server collisions, it also uses both C# for both server and client, also your world altho being a zone based world the zones will talk to eachother across hardware nodes seamlessly, so you can have your one world spread across multiple hardware node to expand your world. not bad. plus automatic instancing available too once a zone reaches a full max capacity setup by you, also can work for private instance dungeons too.

so, am digging more and testing, so far looks very good.

yeah, they are not free apps, but nor cost upfront money, unity free indie free version and ulink is free to use while in development
it only costs $700 for full indie license which you can pay once you get your game done or get funded, i mean 700 is a very realistic and not hard to get amount even for a an individual.



will keep posted.
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Delurin
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Tue 14 May - 6:40

I didnt mean to imply I thought you were giving up I was actually curious to see if someone has come up with a way to make unity an mmo. If they have I might try to use it as the client and mv as the back end but everything I saw in my limited time looking at it said it couldn't be easily done it is pretty designed for small scale multiplayer state synchronization.

As a side note I unfortunately do not have access to the demo world so I try to help people with their issues. Also it is hard for me to post code since I am under an NDA with our own game based on multiverse and most of my time is spent working on it. I don't know if you were referring to me or not but I am always open to working with someone on a fix or an update. I try to help out with setting up the server but I am much better at helping people with the coding aspect of the engine as I dont have a lot of experience with IT work. You could probably run circles around me in that department but in terms of the the engine coding at this point I probably know more about the code than anyone else.

My main focus right now is fixing the memory issue where if you run around in game for more than an hour or so the game crashes with an out of memory exception because they did not do the best job with the disposing of objects in the C# client. You can also see it in the world editor by opening a bunch of worlds after each other without closing the editor. Everything I have seen with multiverse has been that they spent a ton of time on the server back end, some time on the client and little time on the tools and setting up. I think once they got it working once they called it a day so if you have the exact setup that they had it works otherwise you might have a hard time. Even when they were around I had to do a bunch of work arounds to get things working.


In any case this is quite off topic for the 3dsmax plugin. I know at one point I used it but it would have been with 3dsmax 2008 or 2009 and I believe you set the repository the same way you set the repository with the asset importer and it pulled that information from the registry. I unfortunately no longer have access to max to test it and have not used it in a few years.
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Tue 14 May - 7:41

No , I wasn't specificly refering to you lol and I understand being under an NDA, but that only applies to specific code, examples of how to fix issues that are not related to your project are not covered. I.E.

do this to fix that and not use any project specific info

I know an NDA can comlicate things but, there are ways around it.
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PostSubject: Re: Asset Repository setup for 3dsmax plugin?   Tue 14 May - 7:46

Exactly sometime I even come up with alternate fixes to the problem (since a lot of the fixes in our code came before it was open source) then if I post them to forums first I can incorporate them into our code with out having to worry about it.
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