Jump to content
  • Advertisement
Sign in to follow this  
SquareDanceSteve

3D Studio Max Custom Exporter or Script Output?

This topic is 4740 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 am making my 3d scenes exporting them as *.x files and then using 2d editor program to map the foot print of structures and i was curious if someone could point me in the right direction so i could use max to export binary files (3d foot prints are hard in 2d) --------------------------------------------------- Square Dance Studios

Share this post


Link to post
Share on other sites
Advertisement
I don't quite understand what are you tring to export , a model foots ?

Well anyways ,there is really good documentation in max script. Here is a sample how to read/write binary files, I found it somewhere on the net:

Quote:

----------------------------------------------

In max 4:

Search in Maxscript manual:

BinStream for Binary Reading and Writing

Topic: version 4 MAXScript Language Improvements/Language Improvements

BinStream fopen <String fileName> <String mode>

Opens a file for reading or writing based on the mode parameter. This can either be "wb" for Writing Binary or "rb" for Reading Binary. The function will return a BinStream value.

Boolean FClose <BinStream>

Close a BinStream value. Returns True if it successfully closed the BinStream.

Boolean fseek <BinStream> <Integer> <#seek_set | #seek_cur | #seek_end>

Move the file pointer to the specified location based off the seek parameter.

#seek_set - base off start of file.

#seek_cur - base off current position.

#seek_end - base off end of file.

Integer ftell <BinStream>

Returns the current file pointer position.

Boolean WriteByte <BinStream> <Integer> [#signed | #unsigned]

Writes a Integer to the file as one byte. Returns True if write was successful.

Boolean WriteShort <BinStream> <Integer> [#signed | #unsigned]

Writes a Integer to the file as two bytes. Returns True if write was successful.

Boolean WriteLong <BinStream> <Integer> [#signed | #unsigned]

Writes a Integer to the file as four bytes. Returns True if write was successful.

Boolean WriteFloat <BinStream> <Float>

Writes a Float to the file as four bytes. Returns True if write was successful.

Boolean WriteString <BinStream> <String>

Writes a string to the file. Returns True if write was successful.

Integer ReadByte <BinStream> [#signed | #unsigned]

Read a one byte value and return as an Integer.

Integer ReadShort <BinStream> [#signed | #unsigned]

Read a two byte value and return as an Integer.

Integer ReadLong <BinStream> [#signed | #unsigned]

Read a four byte value and return as an Integer.

Float ReadFloat <BinStream>

Read a four byte value and return as an Float.

String ReadString <BinStream>

Read a string from the file.

Example:

f=fopen "c:\\test.bin" "wb"

WriteString f "String"

WriteByte f 64

WriteShort f 128

WriteLong f 256

WriteFloat f 512.0

WriteString f "gnirtS"

WriteLong f (ftell f)

fclose f

f=fopen "c:\\test.bin" "rb"

ReadString f

ReadByte f

ReadShort f

ReadLong f

ReadFloat f

ReadString f

ftell f

ReadLong f

fclose f


Share this post


Link to post
Share on other sites
Sign in to follow this  

  • 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!