| 03-10-2003, 12:35 PM | #91 |
Guest | Yes i know that. And i think there is no particle emitter for explosion and special effects, just mesh with textures in additive. So i copy and paste paramaters about bitmap and materials for warwagon for example, i put right number of bitmap and material, i put right materialID per geoset.. and i've got error in mdx converter. I think i forget a thing somewhere but i don't know what. |
| 03-10-2003, 02:59 PM | #92 |
ok now i modelled and animated a beholder model. Using skin modifier and bones. (see avatar ;) ) Everthing works fine when i export but when i put it into Warcraft 3 the animation get's screwed up and does nothing at all, only some jumping with the eye now and then while other animations just get plain screwed. Have any idea of what i have done wrong, or is it a frame limit in the script? The animation consists of 12000 frames and 10 sequences. Also some of the texturing get bugged some times, even if it isn't in 3ds max. Is there's a bug in the exporter or what? |
| 03-10-2003, 03:36 PM | #93 |
Guest | i had some problems like yours. You must make a lot of test, about speed between 3dsmax and speed in game, you must separate stand, death and walk, no stand 1-100 and walk 100-200, but 1-100 and walk 200-300. And get the last version of exporter. Republicola have fix a bug. |
| 03-10-2003, 10:01 PM | #94 |
The texture is messed up because of the limitations of the mdx format. To solve this, you will have to break the verts in the parts that it is messed up in. The animation probably falls under one of the things that salamander said, the fps should be set to 960 in 3dsmax, and also make sure you have skin modifiers, and not simple attachment of meshes to bones. |
| 03-11-2003, 01:29 PM | #95 |
Tried with one frame between each animation. I have the speed on 960, but still it won't work. I could maybe send the scene to someone so they could take a look at it. |
| 03-11-2003, 10:17 PM | #96 |
| 03-12-2003, 01:09 AM | #97 |
Hey :) I still have a probleme with rotation, i downloaded the latest version of the script then i created a realy basic model; A bone located at 0,0,0 and rotating on the Z axis and sphere attached to it with the skin modifier (note that the sphere is not on the bone) ... i export it with only the stand animation.... no problem.... then when i get to WE nothing happens the sphere doesn't move. Did i forget something or the rotation doesn't work still...? |
| 03-12-2003, 03:36 AM | #98 |
it seems im also having some trouble with the latest exporter i made a model of the treasure chest with animations and i exported it and got it in game perfectly with the older exporters but when i went to export the chest model with the latest exporter the rotations in the animations seem to have been left out i can send the mdxs for you to look at you if need to |
| 03-14-2003, 01:46 AM | #99 |
ok, i looked at your model RF, and there are a couple things wrong: its way to big (you probably already noticed that), and all of the meshes pivot points should be at 0, 0, 0 with no rotation. waloche, if you rotate a sphere around one of its local axies, it wont change longer, not sure what could be wrong without looking at it myself, make sure you have selected the bones and pushed the configure controllers button (if the controllers are wrong, animations are likely to not be exported at all instead of giving an error - this is new to this version). i will need to see the .max scene - not the mdxs [edit] thats loner, not longer - sorry about that |
| 03-14-2003, 12:21 PM | #100 |
that's what i did. I mailed you the max scene. |
| 03-14-2003, 10:10 PM | #101 |
read the top of the post. the bottom is addressed to loner, who offered to send me an mdx of his model |
| 03-14-2003, 10:45 PM | #102 |
Here is my max file it is really basic and i already configured the controller so doc tel me what's wrong please... :) http://infologusite.0catch.com/test.max |
| 03-15-2003, 09:48 AM | #103 |
k. rep could you fix that for me? Cause I dunno exactly how to. |
| 03-16-2003, 04:39 PM | #104 |
@ Republicola: Ever if I try to use your script, I get an error. Something with invalid and Max Object. I allready posted a screenshot in this thread, but you hasn't answered. In my scene are: -one Editable Mesh Object -four Omni Lights with "Volume Light" - and "Lens Effect" - Atmospheric Effects. -one Spot Light with "Volume Light" - Atmospheric Effect -one "PArray" Particle System -one "PBomb" Space Warp The number of frames is 10000 by 960 frames per second. The number of part-animations is 7 (stand, walk, attack, spell, land, start, death). Animated are: - Position (mesh, lights) - Rotation (mesh, lighta) - Visibility (mesh, particle systems) - Multibler (of lights) How I can fix my problem? |
| 03-16-2003, 05:41 PM | #105 |
currently republicas exporter cant export lights or particles. also, make sure all the meshes in the scene have a uvw map modifier and if you want you can add a unwrap uvw modifier. |
