kW X-Porter is tested and working in 3ds Max 2016. Download it from the kW X-Porter page.
It’s never simple. An entire half-day of installing Visual Studio 2012 with updates, as well as the trial of Max 2015. FINALLY got the exporter to compile, but only after an evening of Googling strange VS error messages. Hopefully I won’t have to worry about compiling again at least for another year, hopefully two.
Good news is that the exporter is now tested and working in Max 2015, get it from the kW X-Porter page.
Thanks to user “Frap” from the FPS Creator forums, it has been brought to my attention that kW Xporter is not working in Max 2010. It has been recompiled and fixed. Note that this only affects the Max 2010 version of the exporter. Grab it from the kW X-Porter page.
I still often get requests for 32 bit versions of the exporter plugin. I guess there are still quite a few users of Windows XP and other 32 bit versions of Windows. I had a free afternoon so I compiled 32-bit versions of the plugin for Max 2009-2013. Note that there is no 32 bit version of 3ds Max 2014, Autodesk is only making Max available as a 64 bit application from here on out.
I had a request for the source code for my version of the kW X-porter. I’ve been meaning to post the source for a while but never got around to it. The Visual Studio source code for versions 2010-2014 can be downloaded from the kW X-porter page.
Yet another small update to the 2013-2014 version of the exporter. The scale options have been added back in, as well as the option to export multiple UV channels (up to 4). Originally these options were removed to simplify things during the Unicode conversion. It has been brought to my attention that the scaling option can be very useful, particularly when exporting rigged characters made by someone else, since scaling character rigs within 3ds Max can be tricky business. Get the latest version at the kW X-Porter page.
Fixed a small bug where texture names were not being embedded in the exported file correctly when using the “Export Materials” option. Not a problem for most, unless your game engine specifically reads texture assignments directly from the .X file. Only applies to the 2013-2014 version of the exporter. This has now been fixed.
Finally, after many bleary evenings and some good old luck, the kW X-porter is now available for 3ds Max 2013 & 2014. Get it at the kW X-Porter page. The conversion to Unicode was a nightmare, but thankfully it only needed to be done once, and future versions of Max will (hopefully) just need a simple recompile using the latest SDK.
That makes this version of the kW-Xporter the ONLY exporter for 3ds Max 2013-2014 that can export skinned, animated models in the .X format. Again a big thank you to Jon Watte for making the original source code available.
As I mentioned, the big barrier in getting the kW X-porter working with 3ds Max 2013 and later is that the plugin must be converted to Unicode in order to compile. The source code is huge for a plugin, there’s over 4000 lines to go through. I realized I was over my head.
So I bought a C++ for Dummies book and dove right in. Burned through the entire book in a few evenings learning the syntax so I could make better sense of it all. The problem was I couldn’t simply convert all instances of char* to MCHAR and std::string to std::wstring. For some functions, the Max SDK wanted Unicode strings while Visual Studio functions wanted plain old strings. A set of macros I found here saved the day. On functions where I had to mix string types, I passed the offending string to these macros which converted them “on the fly”, then deleted them. Visual Studio gave some warning messages about possible loss of precision with these conversions, but it still compiled, and is working correctly.
And today I had a huge breakthrough: I was able to compile the exporter for 3ds Max 2013 and export X files! To keep my sanity, all the options are hard-coded at this point just to export static geometry. But, hopefully it shouldn’t be too hard to start adding the UI options back in to have a full-featured exporter. So very close…
The original kW X-porter for 3ds Max has not been updated since 2011, and updates for the Panda Exporter have also stopped. This leaves current versions of 3ds Max with no way to export models in the .X format. Luckily, the source code is available for Jon Watte’s kW X-porter.
I’ve been able to recompile the kW X-porter for 3ds Max 2010-2012. I’ve also added a new animation timing option to allow the exporter greater compatibility with different game engines. Hopefully this will help those who need to export their models to the .X format. Head over to the kW X-port page for the downloads.
I am also currently working to convert the source code to Unicode so that it will compile for 3ds Max 2013/2014. It may take some time and plenty of help, but I’m confident that I’ll get it eventually!