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MaxScript MDX Importer/Exporter

10-13-2002, 08:56 PM#76
Guest
Plz help, i need to know where the exporter is plz help, Thx
10-13-2002, 11:47 PM#77
KMK
Try looking through the thread. I believe it's on page 2.
10-14-2002, 01:21 AM#78
KMK
ZZzz:
I believe the problem is that part of your mesh isn't uvw mapped. If you add a uvw map modifier to it the export should work.
10-14-2002, 03:27 AM#79
iceslushee
for some reason it wont let me export i get an error

--Runtime error: Feature not available "fopen write mode"


is this just me or is there somethin i missed
10-14-2002, 02:27 PM#80
Guest
You're porbably using gmax. KMK mentioned earlier that gmax doesn't support using Maxscript to write to files.
10-14-2002, 05:02 PM#81
bsaj
I need help .
Why does the MAXscript say "not MDX file" when a model is a direct extract from the war3.mpq (extracted with WinMPQ) and why would there be an exception (MPQview) / fatal error corrupted data (MPQview 1.1b) when saving a mdx file ?
help me please .
thank you.
10-15-2002, 05:09 AM#82
KMK
An mdx file begins with "MDLX". If it doesn't begin with this then it hasn't been extracted properly.
10-15-2002, 10:08 AM#83
KMK
I've cleaned out some of the posts. I'm going to have to make a FAQ, although it's probably easier if I get the script finished first.
10-15-2002, 09:08 PM#84
Guest
Your script has problems with some Units of Warcraft III. I can't open the Necropolis ant the Towerhall. It says there is a problem or the Modell is not ok, which it has importet.
10-16-2002, 05:55 AM#85
h0pesfall
KMK your script seems to have problems with the blademaster's weapon. Whenever I move it's vertices and export it, the changes dont take effect. I reimport it and it's all reset to the exact same position.
10-16-2002, 06:03 AM#86
h0pesfall
ok now something strange is happening..... I put the blade back where it wanted it to (at the center of the model to use it as a weapon attachment with a trigger.)
Then I re-ran your script thinking it would fix the way it previously exported it. And, just to make sure, I moved one vertice a little bit (thinking maybe if i didnt move any vertice but just rotated the blade it wouldn't concider the model changed and would export it the same or something weird like that.)
THEN I get this weird error when exporting:

--Runtime error: Index should be less than NumNoteTracks, got: 1
10-16-2002, 10:52 AM#87
KMK
Common problem.

--Runtime error: Index should be less than NumNoteTracks, got: 1

Reason: There's no note track for the sequences.
Solution: Import an mdx of a unit with similar sequences (if your modifying a unit then that use that unit otherwise try to make it the same caste, eg. spell casting, peon, etc.) having set the import option as animated visibility and then delete the meshes created by it.
This should resolve the problem.
10-16-2002, 06:31 PM#88
h0pesfall
yeah it resolved my exporting problem, however the blade still returns to its original position.
cookie said something about removing bones.
10-17-2002, 12:23 AM#89
KMK
At the moment the pivot of an object needs to be at [0,0,0]. This means that in order to move any part of the model you need to select the vertices and move them instead of the mesh as a whole. This should be fixed in the next version.
10-17-2002, 12:35 AM#90
MasterSlowPoke
How can I see the texture on the model so I know what I am screwing up? :p