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MaxScript MDX Importer/Exporter

09-28-2002, 04:34 PM#46
Arch_Angel
i tried to export one of my models wich isnt anything else then a mesh. (so no bones, anims or whatever.)

i got this error: -- Unable to convert: undefined to type: Integer
what does this mean? if u like i can send u the model...
09-28-2002, 11:59 PM#47
KMK
That's related to sequences. If you want to fix it import a model for a unit similar to yours into the scene as static. Then delete that model and export your model.
This will be fixed as part of the error checking in the next version.
09-29-2002, 12:50 AM#48
Arch_Angel
okay, ill try to do the thing u told me, but not right now cuz im drunk :S... let u know first thing tomorow :P
09-29-2002, 01:22 AM#49
Guest
Had a little bit of fun with the mdx importer and character studio.

[Edited by KMK]
Didnt seem to like my attachment. You can grab the file at http://www.onid.orst.edu/~millerje/DancingGrunt.zip
09-29-2002, 01:08 PM#50
Guest
Ive made a model with gmax and animated it (stand and walk)
added notes and so on, but when i want to export it in gmax 1.1 i get this error:
-- Runtime Error: feature not available: "fopen write mode"

Can you help me please??? emote_confused
09-29-2002, 03:45 PM#51
Markus3832
how did u make that grunt dance??? i dont know antthing about animating..... the mesh dont want to follow the bones.....
09-29-2002, 04:58 PM#52
Arcuivie
I would like to point all the people who are having trouble with KMKs Importer/Exporter here
09-29-2002, 09:26 PM#53
Guest
Hey kmk, would be there a support vor animation in the next version ???
09-30-2002, 12:05 AM#54
KMK
feature not available: "fopen write mode"
What this means is that gmax does not have the ability to open files for writing through maxscript. It's made for game packs and since blizzard hasn't come out with one then it's a bit of a problem exporting.

Requirements change:
Importer: 3ds max 4+ or gmax
Exporter: 3ds max 4.2+
09-30-2002, 03:15 AM#55
Guest
To make it dance I just set up a biped for it and loaded one of the bip files from the CS tutorial.
10-02-2002, 11:08 PM#56
nicoli_s
well kmk i really like what yer doin here, im about to get 3ds max myself and im very anxious. im wondering, i have a model(red XIII from ff) that i have made by deletein some faces and adding some tails. it is in obj format right now from milkshape. can i export that file into 3ds max, make my own bone structure, and make my own animations in 3ds max that will work for warcraft? i know how to do it, im assuming its pretty muc hthe same as in milkshape. if there is something special i need to do please tell me. this would really be alot of help
10-03-2002, 12:12 AM#57
KMK
You'll be able to export it, but at the moment it would be static and you wouldn't be able to use custom bones.
10-03-2002, 01:33 AM#58
AquaDaishi
KMK- Do you have a complete mdx format now?

-Fredric
10-03-2002, 06:03 AM#59
KMK
Certainly more complete, fixed a few probs and added some chunks (PRE2, CAMS and related). It's attached.
10-03-2002, 07:09 AM#60
h0pesfall
I've been moving the vertices of the blademaster's beard around a bit... and then when I exported it into a .mdx, I realized one vertice kept its original position and didnt export correctly... I tried over and over moving it and exporting but it would always keep it's original position. Is it a bug with your exporter, or is there another reason why this one vertice can't be moved?

here's a pic of the beard in WE: