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Metin2 Tools - Collision script and MDE for 3ds max


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Refreshed version of the collision and MDE import script
The script has been enhanced with new features and improvements. Below is a short overview of the changes introduced:

COLLISIONS
• Exporting collisions now includes only visible objects. Hidden objects will no longer be exported, which eliminates the need to remove them from the scene. Just hide them.
• During export, the script now checks objects for compatibility and reports any potential errors.
• Automatic height platform repair has been added. If the module detects height platforms, it automatically creates a repair platform to eliminate the “holey” platform bug.
• Walls can now be created not only from Plane objects but also from Editable Mesh, Poly, and Patch. However, there is one condition: the wall must have exactly 4 vertices and 4 right angles. It cannot resemble a trapezoid, it must be perfectly straight.
• Plane objects can now be scaled.
• Platforms can now be of any object type: Mesh, Poly, Patch, Plane, etc.
• Added a function to organize object names.
• You can now quickly create new walls and platforms.
• Added the ability to hide walls, platforms, and objects that are not part of the main plan.

MDE
Changes in the MDE module are fewer, but important:
• One version of MDE import has been removed, the current one is simply better, so maintaining the old one made no sense.
• The first frame of texture animation is no longer skipped during import.
• Fixed a bug where texture animation was stretched across the entire timeline, regardless of its actual start time.
• Previously, the import treated all objects as if they had texture animations, which in some cases could extend the import time by up to 30 minutes. Now the script checks if animations are actually present.
• Added an option to automatically adjust the timeline range to match the duration of object animations in the MDE file.

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Edited by Tatsumaru
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  • 4 years later...
  • Honorable Member

Refreshed version of the collision and MDE import script
The script has been enhanced with new features and improvements. Below is a short overview of the changes introduced:

COLLISIONS
• Exporting collisions now includes only visible objects. Hidden objects will no longer be exported, which eliminates the need to remove them from the scene. Just hide them.
• During export, the script now checks objects for compatibility and reports any potential errors.
• Automatic height platform repair has been added. If the module detects height platforms, it automatically creates a repair platform to eliminate the “holey” platform bug.
• Walls can now be created not only from Plane objects but also from Editable Mesh, Poly, and Patch. However, there is one condition: the wall must have exactly 4 vertices and 4 right angles. It cannot resemble a trapezoid, it must be perfectly straight.
• Plane objects can now be scaled.
• Platforms can now be of any object type: Mesh, Poly, Patch, Plane, etc.
• Added a function to organize object names.
• You can now quickly create new walls and platforms.
• Added the ability to hide walls, platforms, and objects that are not part of the main plan.

MDE
Changes in the MDE module are fewer, but important:
• One version of MDE import has been removed, the current one is simply better, so maintaining the old one made no sense.
• The first frame of texture animation is no longer skipped during import.
• Fixed a bug where texture animation was stretched across the entire timeline, regardless of its actual start time.
• Previously, the import treated all objects as if they had texture animations, which in some cases could extend the import time by up to 30 minutes. Now the script checks if animations are actually present.
• Added an option to automatically adjust the timeline range to match the duration of object animations in the MDE file.

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I made a small correction. I realized that after restarting the computer, the script stopped working and had to be reloaded into the program. If anyone downloaded the package yesterday, they should download it again.

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http://www.youtube.com/watch?v=h5ZW5aJRfEc
UPDATE. I’ve added a button that separates the object’s walls into individual parts, making it even faster to create collisions. Please check out the video to see the current workflow with this tool. Anyone who has created collisions before will definitely notice the difference.

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Update! I’ve introduced several improvements to the MDE module:
• Added a button that automatically adjusts the timeline range from frame 0 to the last keyframe. This is especially useful when working with new animations.
• Made a minor fix to the compatibility check during MDE export. Bones are no longer taken into account.
• Added a loading indicator during MDE import. Previously, there was no feedback during the loading process, which could give the impression that the program had frozen.

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