| 01-19-2003, 01:06 PM | #121 |
Guest | I just wanted to let KmK know wthat his Impoter/extopter works great and I cant wait Till he make a version that inports and exports anmation and alows deleteing and adding vertexts. keep up th good work. |
| 01-19-2003, 04:28 PM | #122 | |
Quote:
even though i didnt download or try your mdx, you probably forgot some things. heres an easy way to make a box and get it in game: Make the box. Then go to Modifyers, and convert it to editably mesh. Then apply a UVW map modifier. Chose whatever one you want, then Collapse all modifiers. Then go to the export and before you export, hit F11 and tye in what KMK said: Open the Maxscript Listener (F11 should do it) type the following: code:--------------------------------------------------------------------------------notes = NoteTrack "Sequences"-------------------------------------------------------------------------------- Press enter and you should get some writing, then type the following: code:--------------------------------------------------------------------------------addNoteTrack trackViewNodes notes-------------------------------------------------------------------------------- Press enter and you should get some writing, this should fix the problem. then export. Convert it to mdl if you want a different texture location modify that, then convert back in put it and its texture back in game! this should work, cuz its what I do and I have some things in game that are totally custom made. |
| 01-19-2003, 05:01 PM | #123 |
well im not sure what is going on, but yer fix for the undefined to type: integer doesnt work, and i get it alot! im using 5.0 if that tells u anything |
| 01-19-2003, 06:52 PM | #124 |
Guest | 4d5e6f In the UVW Mapping Parameters, what do I use for Mapping, Channel, and Alignment. Do I leave it as default? |
| 01-19-2003, 10:14 PM | #125 |
Only the test version (2.0.1?), which is only available to a few people, you'll find the undefined to type integer problem is not fixed. If you got hold of that and are using it then it's most likely a seperate error. Any requests for the test version will be ignored and deleted. 4d5e6f?: Any settings should work fine, choose the one that suits your needs. |
| 01-19-2003, 11:36 PM | #126 |
KMK, in your next public release of your exporter/importer, can you make it able to export particle emitters? |
| 01-20-2003, 12:10 AM | #127 |
Guest | Ok. I think im missing a step here. I still cant make a simple box. I must be stupid cause thats how I feel right now. I cant even make a box. Using 3DS MAX 5. 1. Created box. 2. Right-clicked on the model, chose "Convert to Editable Mesh" 3. Clicked on "Modify Tab". In the "Modifier List", I chose "UVW Map". Then left the settings on default. 4. (I didnt do this part before) Collapsed the modifiers. I only have one from UVW Mapping. 5. Loaded the script. Pressed F11 then typed in the codes. 6. Selected the model and exported it. 7. Converted to MDL and chose a texture by editing the MDL. 8. Converted it back to MDX. 9. Loaded into the game....and nothing. Any help would be great. UPDATE: Nevermind, its working now. I dont know what I did wrong but those are the steps I did and now its working. |
| 01-20-2003, 02:13 AM | #128 |
KMK, I found a really annoying big problem. I made my time machine, uvw mapped it, unwrapped it, had everything done, and exported it. It exported fine. I got it in game and it showed up, BUT SIDEWAYS!!! The basics of the model was a torus shape. So image a torus standing up, like a portal. then u export and its flat on the ground, like a donut... This is really pissing me off, please help me. |
| 01-20-2003, 03:00 AM | #129 |
ok, I fixed that, but now the model appears halfway into the ground. This isnt a real problem, it can be fixed with height, but its still a problem. |
| 01-23-2003, 06:27 PM | #130 |
Why not just translate it properly in MAX? Use the X-Form modifier |
| 01-23-2003, 09:45 PM | #131 |
Guest | Im using gmax and whenever i try to run the script nothing happens :abomHUH?: pleaze help |
| 01-23-2003, 11:56 PM | #132 |
gmax cant export. |
| 01-24-2003, 12:21 AM | #133 |
Guest | it seems that it cant import either |
| 01-26-2003, 06:01 AM | #134 |
Guest | why even tell people you can use gmax to edit models when you cant even export them from the program |
| 01-26-2003, 06:30 PM | #135 |
Guest | I agree |
