![3DS Max 2015 Keygen patch 3DS Max 2015 Keygen patch](https://i.ytimg.com/vi/N_tDMeK7-NU/maxresdefault.jpg)
I think I've now got the triangle strips are now generated properly with the exception of the triangles being inverted so models are inside out.
![3DS Max 2015 Keygen patch 3DS Max 2015 Keygen patch](https://sudungmaytinh.com/media/uploads/2017/06/autodesk-3ds-max-2017-full-keygen.jpg)
I had the original mesh data just filling up patch list before and the triangle strip code was completely buggered. Trent wrote:Just a little update, it turns out I wasn't getting the geometry saved properly. Then it's on to writing the import script, fun! What happens there is 3DSMax just applies a negative scale to the model instead of mirroring the actual geometry, so I need to test each scale axis to see if they are negative and for each one go through each vertex and multiply that axis of its position by -1 and flip the triangles if only one or all three axises which have a negative scale, then multiple each scale axis by -1 to make them positive and do the same for the actual object positions. Once I get that sorted I'll sort out the problem with mirrored geometry being turned inside out. Thanks Shane, but I'm pretty much just copying from Errol's code and getting it working in Max ) Just a little update, it turns out I wasn't getting the geometry saved properly. Credit goes to Errol for his amazing work with Flummery and figuring out the MDL format, and I'd also like to thank Harmalarm for his Carmageddon 2 Tools for 3DSMax which gave me a solid reference to learn MaxScript from and how to make an exporter. After I get it all exporting correctly I'll create an import script and then release v0.1 of the script for people to use. I'll need to sort these issues out before it's usable and I need to test the exported models in game, but it's good progress so far. As you can see some elements aren't positioned correctly, it seems models on the third level of the hierarchy aren't transformed into the correct position and mirrored models have their normals inverted. The picture above shows my suspension test vehicle in 3DSMax, the exporter box, and the exported car loaded up in Flummery. Now I've got models seemingly exporting correctly and the hierarchy 95% working.
![3DS Max 2015 Keygen patch 3DS Max 2015 Keygen patch](https://www.landfx.com/images/docs/kb/installation/activate-fxcad-2021/activate-1_5.png)
It was a lot of work to get to this stage, MaxScript is ridiculous nonsense, a very basic language without all the features I'm used to from C# so it was difficult port the code over. I've been porting Errol's CNT and MDL saving code from Flummery to MaxScript, the scripting language for 3D Studio Max. Original Post Things have been a bit slow in the modding section this past month for various reasons but to stir things up a bit, I thought I'd post the progress on something I've been working on the last couple of weeks: Just run ReincarnationTools.ms and have a play and I'll sort out some info on how to use it after I've got my new arrival settled. Today is a super special day so I will mark it with a present to you all, which i decided in the totally sane state of mind caused by 27 hours awake after under 3 hours of sleep and the huge stress which naturally accompanies this super special day: I present to you the pre-alpha of the beta of the test of the first release of my script: I hade just uploaded the latest version for some people to test on Friday with no problems intention of it being an actual release so there's no instructions or read me or information at all, but fuck it. Minor update to fix the issue with 3DSMax 2015: Update on December 14th LITg nodes get exported properly Update on January 5th Used for cars with two drivers such as Siamese Dream or Stiff Shifter. Render Level and Named Render Level (for child nodes which aren't structure parts, such as the driver node) added to Car Structure Part modifier, 1 = always visible, higher values are culled soonerĬollision Bounds Multiplier added to "Physics Properties" section of Car Structure Part modifier, used for expanding collision bounds on parts like enginesĬhanged Driver Box from a single colour to a list of multiple colours and can now be set up any node, not just the root node. The tool's window can now dock on the left of the 3DS Max interface You can now import ped models properly with skeletons, though exporting them doesn't work yet Use PREP Data is now ticked by default as importing models without it makes them break when you re-export them. I've updated the tool to support new features and changes in the Beta. I meant to post this on Saturday when the beta was released but it got lost in the chaos of it all.