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MaxScript MDX Importer/Exporter

09-23-2002, 11:55 PM#31
Arcuivie
Error: Unable to Convert: Undefined to Type: Integer

(Oh, this is when I try to export my model, I use 3ds Max 4.2)
09-24-2002, 06:08 AM#32
KMK
Can you at least provide a screenshot or description of the model, in particular what the modify panel has in it. If you can could you provide the max file, that would greatly simplify the problem. All that tells me is the script has tried to get an integer value from what isn't an integer.
BE SPECIFIC!
Here is a good generic way of posting a problem:
===================================
When <exporting/importing/viewing in we> I receive this error: <error>
I am using version <version no> of 3DS Max.
EITHER
I was trying to import <mdx file mpq path (eg. units\human\footman\footman.mdx)>.
OR
Attached is the max file. The objects being exported were: <object names (eg. Box01, Mesh02)>
09-24-2002, 01:18 PM#33
Arcuivie
O.K. , I'll send you the file when I get home, but for now I'm running 3DsMAX 4.2, I was trying to export the modified model IceTrollHut(can't remember which one).

*Takes back jar of cookies* You can't have these back till you fix it ;) ...
09-24-2002, 06:04 PM#34
Guest
Forbidden
Remote Host: [12.166.163.19]

You do not have permission to access http://kmkdesign.8m.com/downloads/importmdx.zip
Data files must be stored on the same site they are linked from.

Thank you for using FreeServers


It will not let me download any of the files, could someone e-mail me all this tools? or post a mirrior?

Thanks
09-25-2002, 01:03 AM#35
Arcuivie
Here ya go KMK: (the model that was given me trouble)
09-25-2002, 08:41 AM#36
KMK
That's the old version, I attached the new one to this thread. Should be impexpmdx.zip. It's probably on page 2.

EDIT:
Arcuivë:
Found the source of your problem. It's in the notes track. The troll hut you used was imported using an older version.
To fix it delete the current notes track in the track view.
Reimport the troll hut into the scene.
Delete the troll hut geometry (the meshes).
It should now export correctly.
09-25-2002, 01:11 PM#37
Arcuivie
Quote:
Arcuivë:
Found the source of your problem. It's in the notes track. The troll hut you used was imported using an older version.
To fix it delete the current notes track in the track view.
Reimport the troll hut into the scene.
Delete the troll hut geometry (the meshes).
It should now export correctly.

Come agian....
09-26-2002, 12:32 AM#38
Arcuivie
AHH, encountered another problem..

Steps:
1.)Imported IceTrollHut1.mdx into 3dsMax as Static, no Bone
Rotation
2.)Edited it...
3.)Exported
4.)Imported into War3Patch under Buildings\Other\IceTrollHut1\
5.)Opened World Editor
6.)Clicked on Ice Troll Hut, nothing
7.)Tried to place, error, couldn't read building\other\IceTrollHut1\IceTrollHut1.mdl

The MAX is attached to this post...
09-26-2002, 08:49 PM#39
Guest
It doesen't work on my Pc. There is no Window when i start thie maxscript.
09-26-2002, 10:11 PM#40
Arcuivie
Well, I figured out my problem with one of my models! KMK, your MaxScript importer chopped up my MDX, like it having NO Vertex groups, Groups, etc. It also changed some of the Animations around. So, anyway, I decided to use my….um….what’s that thing called that its your head? Err…the thing that processes information?…..Oh yea, my BRAIN! (j/k), anyway what I did what convert my model into an .MDL, and converted the original UndeadArthas.mdx, and replaced the Geosets in the UndeadArthas.mdx with my modified Geosets.

*I'm a Genius* (j/k)

Quote:
It doesen't work on my Pc. There is no Window when i start thie maxscript.

Well, to work the MAXScript go to the utilities tab in 3dsMax, click on Max Script, and select Run Script. Select the script, and then select a tool from the script; you should be able to take it from here ;).

Peace
09-26-2002, 10:27 PM#41
COOLer
do you a place i can get a FREE copy of 3dstudio max 4 to dl
i dont want to spent like a $1000 for or even $100
3d max 5 sells for $5,000
09-26-2002, 10:33 PM#42
Arcuivie
*cough*ShareReactor*cough*
09-26-2002, 11:42 PM#43
KMK
Arcuivë:
A file exported as TrollHut1.mdx will require a texture to be in Textures\TrollHut1.blp. I'll have take a look anyway to see if the problem's elsewhere.

COOLer:
Why don't you try gmax, it should do most of the things required and it's free.
09-27-2002, 02:31 AM#44
4d5e6f
hey kmk could you give us a tutorialish thing? i know how to load up the plugin and i know how to move verts around. then i select all(i imported as static), then export as whatever.mdx. now when i look at the mdx its much smaller than the real one. and earlier somw1 said something about turning to mdl and copying the geosets ans shit like that. i tried that and i copied all the geos that needed to be. then i pasted them into the real, normal mdx. i converted back and put it into a warcraft 3 map. then when i played the map, i didnt see my new guy. i used the normal file names and path names, but i still didnt get the new graphic, just the old one......
09-28-2002, 12:42 AM#45
KMK
The Peasant:
That's why I gave the option of not using rotation. I haven't got that quite figured out. I don't think I could get it to work for 3.0 and there's a free upgrade from 4.0 to 4.2. The reason it doesn't work for 4.0 is they stuffed up the writeFloat function. Instead of writing 8.3496 and 0.568 it will write 8.0 or 0.0. This is a big problem for texture co-ords as they use values between 0.0 and 1.0.

MDX -> 3DS converter will not be updated as the 3DS format is not compatible with many features of the MDX format.

Expected Upgrades for v2.1:
Proper exporting of materials.
Improved rotation (I hope).
Error checking, especially for sequences.