3ds Max import/export plug-ins for Painkiller assets (Upd270522) by dilettante
Reference:
Pkrc.ru
Creating ragdolls:
Moddb.com
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3ds Max import/export plug-ins for 'Painkiller's assets:
*.PKMDL pkmdlimp.dli/pkmdlexp.dle
*.ANI pkmdlanimimp.dli/pkmdlanimexp.dle
*.DAT pkmpkimp.dli/pkdatexp.dle
*.MPK pkmpkimp.dli/pkmpkexp.dle
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FEATURES:
PKMDLEXP handles meshes animated with 'Skin' modifier only. Bump texture name is retrieved from 'Bump' slot and only if the mesh has ONE diffuse texture assigned to it.
PKMDLEXP/PKMDLANIMEXP treats any geometry as a bone unless it has 'Skin' modifier on top of its modifiers stack.
PKMPKEXP/PKDATEXP can operate with 'Standard', 'Multi/Sub-Object' and 'Blend' materials.
Lightmap name is retrieved in the following order of priority:
1. The name of the texture specified in the 'Self-Illumination' slot is used.
2. The name of the Named Selection Set to which the object belongs is used.
3. The name is derived from the name of the object with the suffix '_L_0000' added.
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HOW TO INSTALL:
Copy plugins to 3dsmaxroot\plugins directory (e.g. C:\Program Files\Autodesk\3ds Max #\plugins).
For 3ds Max 2016 'en-US' folder must be copied as well.
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NOTE:
Extending file name with ".idle" ".walk" ".attack" etc, while exporting animation causes a pop-up message: "Don't know how to save to that file type", so file type (.ani) extension should also be provided.
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KNOWN ISSUE:
Exporting from 3dsMax9 ends up with crash.
Conditions:
Some bones have been added to the newly applied 'Skin' modifier and then all the bones have been removed, but the modifier continues to exist in the stack. Exporting such a mesh(pkmdl/mpk/dat) causes a crash.
No failure occurs if the modifier is applied via import.
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Plugins allow you to:
- not to worry about the correct orientation of the normals
- use different blend combinations in one mesh object
- in one click, export the map directly to mpk or import mpk into a 3dsmax scene
I advise you to first import the original PK map and familiarize yourself with the structure of the materials.
Lightmaps are assigned in the following order:
1. The name of the texture specified in the Self-Illumination slot is used.
2. The name of the NamedSelectionSet of the set in which the object is placed is used. (preferred option)
3. The name is derived from the name of the mesh object with the addition of the suffix _L_0000.