3ds exporter

Hi!

I have a Problem with the 3ds exporter. I’m building Modifications for the Game Gothic 2 and, the Problem is, that the 3ds exporter only supports Texturenames up to 8 charackters. But - of course - the many Textures of Gothic 2 have about 16 charackters. The Problem is, that I dont know much about Phyton, and I think that an export script is a big thing, so you cant learn to writre or rewrite it in a few weeks.

Another thing is, that if the Texturename is under or equal 8 charackters, my UV Coordinates are “destroyed” in Gothic 2. In Blender they look like this and in Gothic 2 like this. How can that happen?

I hope that you have answers to my Questions :frowning:

So long,
Brothers Keeper

Edit: I should say, that the Most modders produce their Mods with 3dsmax, because there is an export script, rewritten by Piranha Bytes. Maybe that can help you answering my questions.

Hi, I tried to export a 3DS file with long file name in the material and it shows up in the conversion just fine. So the exporter is actually sending the full material name to the 3ds file. The material was called Material001 and went through as expected with the full name showing on import to the third party app. Don’t know about Gothic so can’t help there.

some changes have been made in the 3ds exporter recently.
Iv removed texture export support because it didnt load in MAX.

would appretiate if people could test the CVS version
2.43rc2 should be fine

latest scripts
http://projects.blender.org/viewcvs/viewcvs.cgi/blender/release/scripts/?cvsroot=bf-blender&sortby=date#dirlist

ah, sorry. Forgot about the newer version.

Script seems to work well enough. When I import the blender file to the third party though I get an error: ‘Older version of 3DS. May not work correctly’, or some such from the importer. Still seems to work well enough wih the limited testing I’ve done over the last few weeks. Don’t really use 3ds too much.