Notes on the .osm/.oss model format export scripts.

Discussion in 'Modding' started by Ebel, Dec 21, 2016.

  1. Ebel

    Ebel Moderator Staff Member

    Don't have much information , but I'll share what I managed to gather from the devs.

    - Export Scripts : download

    - Assets in the game were made with 2013 and 2015 versions of 3D Max.

    - Put the 4 .ms script files from the download in your 3dMax/scripts folder.

    - To launch the script go to Utilities - > MaxScript - > select osm/oss/... option.

    [​IMG]

    - You need to edit mesh with UV coordinates , the engine doesn't support antialiasing groups, so you need to break down the model on separate subobjects. You can do this in the "Explode" menu, most of the time 45 degree angle is used. It's important what system of coordinates you use, as you may not be able to find the model.

    [​IMG]
    [​IMG]

    Formats/scripts info

    .osm - (one small mesh)
    A mesh format more commonly used for static objects and LODs, animations in vertex form.
    Script : osmExport.ms


    .oss - (one small skin)
    A mesh format with information on bones, weight, animation.
    Scripts :
    - ossPhysiqueExport.ms - Used to export animations created with the Physique modifier in MAX. (Needs IPhysique.gup, which is in the Plugins/ folder in the download.)
    - ossSkinExport.ms - Used to export animations created using the Skin modifier in MAX.


    .tlf - (transformation list frame)
    only animation data used to animate , trees in the wind, etc.
    Script : tlfexport.ms - Used to export any static animations objects, such as swords, spears, shields, helmets, trees


    Note: for 3ds Max 2017, you will first have to go to "Scripting" -> Run script -> Select osmExport.ms, then go to Utilities - > MaxScript - > select osmexporter from the dropdown box.

    Thanks to Ferox for sharing some information!
     
    Last edited: Dec 22, 2016
    condor_fly likes this.
  2. Francesco_Cavalli

    Francesco_Cavalli Active Member

    Many thanks for all your work, Ebel - I don't suppose you know anything about the aaf files? As far as I can see, all musketeers share the same skeleton, but some don't react well to being given a melee attack...might this be to do with how the animation is slotted in the .aaf file?
     
  3. Ebel

    Ebel Moderator Staff Member

    I'm not a modeller, I don't know anything about the .aaf files.
     
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