| 07-27-2003, 07:49 AM | #1 |
ok i've imported the priest model with kmk's mdx importer. then i edited the model a bit and exported to obj (i dident used kmk's exporter coz ui dont have 3dsmax 4.2 but i have 4.0 and dont ask me why i dont upgrade it) then i used the 3ds/obj-mdx converter used the mdx-mdl converter and copyed the geosets from the edited the the priest model. first of all there ware much more vertices in the edited versoin that there ware in the original the i've converted it back to mdx and got it in the world editor and il looked so weird ://// can anyone point me to a exporter i can use or tell me what to do? |
| 07-27-2003, 08:19 PM | #2 |
You lost me when when you said convert about 10 times, care to re-explain? |
| 07-27-2003, 08:30 PM | #3 |
Upgrade to 4.2 would help you a bit. You can't import animations, so you have to copy the edited geosets over the originals. |
| 07-28-2003, 12:52 AM | #4 |
Sounds like the geosets were out of order. Make sure if the origional has 134 verts, you copy the geoset with 134 verts. |
| 07-28-2003, 05:55 AM | #5 |
Your going to have to expand on what "looked so weird" means. Has the mesh been destroyed? Is the texture map wrong? What is weird? |
| 07-28-2003, 04:46 PM | #6 | ||
Quote:
the original has 329 vertices and the edited has 455 vertices and i only edited the place of the vertices i dident make new ones Quote:
i've attached a pic that shows you |
| 07-28-2003, 05:00 PM | #7 | |
Quote:
Isn't that contradictory? You have more vertices than when you started so you must have made new ones. |
| 07-28-2003, 05:11 PM | #8 |
i know but i dident so its kind weird maby thats the prob? |
| 07-28-2003, 05:35 PM | #9 |
That'd be my guess. Every vertex has a number and every bone is assigned a group of vertices based on their number. When the number of vertices change that animation sequences get thrown off causing the mesh to get distorted. If you have more verts than when you started you can bet that everything got trashed in the process. Did you change the texture mapping? WC3 breaks the mesh up based on the texture coordinates so you could easily add more vertices by remapping the mesh. |
| 07-29-2003, 09:32 AM | #10 |
i dident remap the mesh only made a new texture |
