| 01-24-2004, 08:58 AM | #1 |
Being a noob to modelling, I followed Biflspud's model editing tutorial here. I got the the Black Dragon model from War3.mpq and imported it into 3DS Max 4.2 with KMK's Import/Export script. The only thing I changed on the model was scaling down the back-fin and horn verts and moving them to (0,0), and making the wings and tail longer. I tried to export with KMK's Exporter, but I got an error saying 'Error: Unknown Integer 8'. Then I tried with Art Tools and it seemed to export fine I converted both the orgional Black Dragon model and my new one to .MDL and copied the Geoset information from my edited one to the origional. Now when I try to convert it with YobGul's converter I get an error. Could someone help? I attached the .MAX file incase someone can get it to work for me. |
| 01-24-2004, 09:27 AM | #2 |
hmmmm did u accidentally pressed some spaces between lines or integers? if u only got an error in the process of converting it must be it i guess... can u try doing it once more and cnp properly and make sure u have no spaces or anything? or did u check on the static only for teh importer/exporter? it must be static only though... and make sure dat u didnt touch any other parts other than the vertices |
| 01-24-2004, 10:27 AM | #3 |
I set the Importer to Static only and No Bone Rotation. Like I said, I only changed the wing and tail length and scaled the fin and horns. |
| 02-15-2004, 07:55 AM | #4 |
I don't know what it means by first hand experience 'cause it's never happened to me but I've heard that yogbul's causes an error like that sometimes and to just ignore it. Try the file anyway and see if it works? |
| 02-15-2004, 10:09 AM | #5 |
el stupido, the thing is that they do not convert back animation skin modifier, so the progress is pointless from the beginning (entire geoset has only one bone). The original has like 15 matrices |
| 02-23-2004, 04:07 PM | #6 |
ummm hey man, Ive already done what ure attempting to and i'll go through how i did it so mebbe it can help ya. I exported blackdragon from war3.mpq Next i imported it into max 4.2 with kdub's importer , static no roattion same as you, Like you i changed the scaling, the wings/tail etc MAKE SURE YOU HAVE DELETED NO VERTICES. next i selected all the meshes and exported again with kdub's (if i use the art tools exporter i seem to lose vertices, i have no idea why) I then converted the mdx to an mdl, same as blackdragon.mdl then i copied the vertice data from my modded dragon into the orginal, (make sure u dont delete any of }{ as that causes an error with yobguls) u must be certain it is in exactly the same format as it was when u started else it wont convert back to mdx. I then saved, used yobguls to convert back and all was good. If you try and convert .mdx to .mdl and then .mdl to .mdx in the same session with yobguls it crashes. Ignore this and re-load it. :D btw. heres what he ended up like. Good luck. ![]() |
| 02-26-2004, 04:18 AM | #7 |
Okay, that image link seems to be broke, lemme try that again. |
