making a blender w3d exporter....but first.... [message #266652] |
Sat, 16 June 2007 09:32 |
iRRVi
Messages: 3 Registered: June 2007
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Well...as the title says I'm trying to make a W3d exporter for blender.
I'm basing it off a import script for gmax...or maybe 3ds max that I found. But i have a couple questions. Of which I have found 1 so far...in maxscript - what is #() - as noted here
global pivots = #();
global hlods = #();
global meshes = #();
global boxes = #();
thanks,
--iRRVi
(dont go yellin' at me for not searching the web...cause I did...however - sometimes i am not the best at finding stuff with google...thanks.)
Edit - I found one more question. what is up with this...and how do i represent it in python?
global boxcolor = point3 0 255 0
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[Updated on: Sat, 16 June 2007 09:34] Report message to a moderator
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Re: making a blender w3d exporter....but first.... [message #267442 is a reply to message #266652] |
Tue, 19 June 2007 20:51 |
iRRVi
Messages: 3 Registered: June 2007
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I am trying again - but please continue with this information - yes you...jonwil...i am looking at w3d_file.h right now - trying to figure it out to the extent allowed by my brain. I have coded in c++ before (thank god) so i will understand the stuff fairly well
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