| 10-14-2003, 12:28 AM | #1 |
Hey, I'm working on getting my first model in game, (following nicoli's tutorial's steps, but with my own model). However, when I start the exporter and type in all the animations, then click export to mdx, nothing happens. What do I do? |
| 10-15-2003, 01:56 AM | #2 |
make sure you select lal the stuff beforee u click export |
| 10-16-2003, 10:55 PM | #3 |
Still won't work. (Posting screenshot) What am I doing incorrectly? Also, when I click configure controllers, it ruins the animation of the model's loincloth. What can I do about this? ![]() |
| 10-17-2003, 03:41 AM | #4 |
This model looks so awesome... someone help this poor fool! We must get it working in game! By the way, when the project we work on is finished, all the models we make will be free to the public... so, helping us out here might be to your benifit. |
| 10-18-2003, 01:02 AM | #5 |
Sorry to bump, but I really need help here. I can't get it to export. We are going to give the 'official' demonstration for Warfare II very soon, and I'd like to include some in-game screens of the insect ogre. Please help me out. Thanks, --TiJiL |
| 10-20-2003, 09:47 PM | #6 |
Anyone? I really need help here. |
| 10-21-2003, 01:22 AM | #7 |
From the look of it, I would say that your not using the last version of DeX... Go look here for the last version and tutorial... http://www.wc3campaigns.com/forums/f...hp?forumid=238 Jul |
| 10-21-2003, 04:28 AM | #8 |
Wahoo! Thank you very much. |
| 10-21-2003, 06:19 PM | #9 |
Ok... Still can't do it. (Thanks for that tip, though. The new version is what I needed). Ok. I've been selecting everything, typing in the animations, and clicking export, then adjusting the resulting code to what I got here: Version { FormatVersion 800, } Model "Insect Ogre" { BlendTime 150, } Sequences 1 { Anim "Stand - 1" { Interval { 1, 2400 }, } } Textures 1 { Bitmap { Image "Units\InsectOgre.blp", } } Materials 1 { Material { Layer { FilterMode Blend, static TextureID 0, } } } Then, I turn that into an mdx and put the mdx and the skin file into the units folder in my Warcraft folder. When I run WE and use my model, however, it's invisible. What have I done wrong? (It doesn't give that 'cannot load' message. It's just invisible.) |
| 10-21-2003, 06:37 PM | #10 |
Try writing it like this, and make sure that your skin has alpha channels. Textures 1 { Bitmap { Image "Units\InsectOgre.blp", } } Materials 1 { Material { Layer { FilterMode Blend, static TextureID 0, } } } I'm looking forward to if your animations will show up correctly. |
| 10-21-2003, 06:40 PM | #11 |
What's the difference? The space after Units/InsectOgre? And shouldn't there be vertices or something in the mdl code? |
| 10-21-2003, 06:44 PM | #12 |
Yes, I always get it to work that way, but most important is that you a alpha channel on the skin. No I don't think it's the vertices or so, it's the skin. Or was this all that turned up in the mdl? Version { FormatVersion 800, } Model "Insect Ogre" { BlendTime 150, } Sequences 1 { Anim "Stand - 1" { Interval { 1, 2400 }, } } Textures 1 { Bitmap { Image "Units\InsectOgre.blp", } } Materials 1 { Material { Layer { FilterMode Blend, static TextureID 0, } } } |
| 10-21-2003, 07:02 PM | #13 |
Yeah, that's all that showed up on the mdl. As you've probably picked up, I don't know at all how to use this exporter. How do you add an alpha channel? |
| 10-22-2003, 10:06 AM | #14 |
ehh, then you haven't exported any of the vertices. Unfreeze the mesh before exporting it:D Then it should work:ggani: |
| 10-23-2003, 12:44 AM | #15 |
I know I am further and further proving my incompetence here, but I can't get the damn thing exported! I have the mesh selected (It is not frozen), as well as all helpers and splines and bones and such, then I start up Dex and fill out the information, export it, and poof! The vertices aren't included! Does anyone have any idea why I can't get the vertices exported? Thanks, --TiJiL |
