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Support For PSKX (for projects that were made in unreal)
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scotty1121 Offline
Member

Post: #1
Support For PSKX (for projects that were made in unreal)
hey, i would like to request an ACTORX Mesh importer, this is very important and will save my team, and many teams a lot of time as many of our models are created using the actorX plugin in 3DS max as our previous work was using the unreal engine, but the unreal engine didn't offer what we needed, but esenthel does, below you will find attached a 3DS max script for importing PSK and PSKX files, this may help esenthel as it is max script, i will also attach a file below which is an example of a PSKX file. Thank you.

ATTACHED FILES: (LINKS BECAUSE FORUM DOESN'T ALLOW)
PSKX FILE
http://tbfanatics.ucoz.co.uk/37-54tree01.pskx
PSKX IMPORTER 3DS MAX
http://tbfanatics.ucoz.co.uk/ActorXImporter.ms
(This post was last modified: 01-18-2012 09:36 PM by scotty1121.)
01-18-2012 09:36 PM
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Esenthel Online
Administrator

Post: #2
RE: Support For PSKX (for projects that were made in unreal)
PSK and PSA from the ActorX are supported

while it's the first time I hear about PSKX
1. what programs create PSKX format?
2. where can I download such program?
3. is it official epic program?
4. does epic provide any official documentation about the format? (besides the importer source link from your post)
01-18-2012 10:00 PM
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scotty1121 Offline
Member

Post: #3
RE: Support For PSKX (for projects that were made in unreal)
PSKX is a format for static meshes i believe it was made because of the unreal PSK format would load it as a skeletal mesh and wasn't compatible with some things for models such as multiple UV sets, so some one made the PSKX format so you could use actual static meshes,there are some properties of static meshes that just don't fit into the PSK standard. This PSKX format was actually made for many teams using unreal engine you can't download such a program, this was so we could have static meshes. It is not an official epic program, and epic doesn't provide documentation. The only thing you will be able to see about the PSKX format will be in the source of that script.

EDIT: this isn't a priority this just saves time and allows teams who use this format to work at their optimum efficiency.
(This post was last modified: 01-18-2012 10:20 PM by scotty1121.)
01-18-2012 10:19 PM
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BlackHornet Offline
Member

Post: #4
RE: Support For PSKX (for projects that were made in unreal)
Why dont you use the ActorXIMPORTER to get your "pskx" fils back into max and then re-export it to a new format?
In any case you should have the max source files of your models anywhere backuped too. I dont see a reason to implement a custom file format just for this one purpose, when there is no additional use or any additional documentation.

Maybe if you pay Esenthel to do it, otherwise I dont think it would be profitable to write the importer.

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01-18-2012 11:30 PM
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scotty1121 Offline
Member

Post: #5
RE: Support For PSKX (for projects that were made in unreal)
true, i just don't want to keep doing it like that as it is time consuming, and yeah we have backups but they have custom parameters set in unreal like custom textures put together using the new material editor there, things like that is really why i want it it just saves a lot of time, it's not a priority but i can carry on doing it this way, just trying to find ways to cut back on time.
01-19-2012 01:14 AM
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