Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.

Arcibald Wearlot

Writing an export plugin for 3d studio max 4.02

This topic is 5462 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

i''m currently writing my first 3d engine with my own file format everything is going fine, but i need to write an exporter plugin for 3d studio to get some models to load into my engine i tried to write an export plugin myself but i found it very hard to do.. the sdk documentation is messy, i tried to search on google for some info/tutz but i found nothing i really can''t understand how to export some mesh data i''m using the plugin appwizard, and this is what i wrote so far:
int	ExportPlugin::DoExport(const TCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts, DWORD options)
	//TODO: Implement the actual file Export here and 

	//		return TRUE If the file is exported properly

				ExportPluginOptionsDlgProc, (LPARAM)this);

	INode* pRootNode;
	ObjectState os=pRootNode->EvalWorldState(0);
	Object* pObject=os.obj;

	TriObject* pTriObject=(TriObject*)pObject->ConvertToType(0,Class_ID(TRIOBJ_CLASS_ID,0));
	Mesh ExportMesh=pTriObject->GetMesh();
        return TRUE;
this compiles perfectly but it gives me an error when i try to export anything, and max quits so can you tell me what''s wrong in this code? and i''m looking for some tutorials on this stuff, can you help me? thanks

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!