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Exporting help needed!!!!

07-19-2005, 05:36 AM#1
Guest
I run the Dex program ( in g max) and the pop up comes for exporting the modle. i name it comments and w/e .. then go down to (the only one that works) print to listener. it saves under the listener some text files as follows

"'DeX Version: 0.185m
skys model"
"'DeX Version: 0.185m"
"skys model"
// 'DeX Version: 0.185m
// skys model
Version {
FormatVersion 800,
}
Model "Sky's_modle" {
BlendTime 150,
}
Textures 1 {
Bitmap {
Image "",
ReplaceableId 1,
}
}
Materials 1 {
Material {
Layer {
FilterMode None,
static TextureID 0,
}
}
}
Export Successful!


so the export is successful... where is the mld file.... idk im not sure how to use this program and need help. pLeaseee HElp^_^
07-19-2005, 05:40 AM#2
Guest
that happens to me too. usually its cuz i didnt select all of what im exporting. try that, then post what happens.
07-19-2005, 06:02 AM#3
Guest
k tried selecting all the objects and then used Dex.. the listener seemed to be fine with lots of numbers/ info and stuff to long to post.
however is till do not no where the file is help
07-20-2005, 01:31 PM#4
Shotokan
Quote:
Originally Posted by Sky_larva
k tried selecting all the objects and then used Dex.. the listener seemed to be fine with lots of numbers/ info and stuff to long to post.
however is till do not no where the file is help

i've tried a lot of things.... i've never got it to export anything...

for example, i can open gmax... draw a simple sphere... leave it selected and run the script... all it does is print the header of the model to the listener... none of the actualy model data... same thing if i use select all...
07-20-2005, 01:47 PM#5
megaerathia
you need to copy the data that it printed out there paste it in notepad save it as .mdl so for example : model.mdl and you gotta have mdl>mdx converter to convert the mdl to mdx you can get it on www.wc3sear.ch in the tools section.
07-20-2005, 02:25 PM#6
BlinkBoy
All i recommend you is to follow up the instructions.

DEX CONDITIONS:

1- your meshes must be editeable mesh
2- if you have bones in the scene don't link the mesh to them, but set in the mesh a skin modifier and add the bones (i recommend u guys to get max 6 or max 7, so you can use weight table and set the vertex by sellection)
3- Attachment's name must start with "ATT:"
4- Colition Shapes are: Box, Sphere, Geosphere, Cylinder and Plane
5- for an object to be a helper, a bone must be linked to it.
6- Particle Emitters supported are known as Super Spray, they require mdl editing to work fine.
7- Lights supported are omni, spot free and directional free.
8- the FPS [Frame per Second] time can be any time, 30 recommended.
9- Stand and Walk must start and end at the same position/rotation/scale
10- Anims like Attack, Death and Decay must have a NonLooping as flag (edit that on mdl).
07-20-2005, 02:25 PM#7
BlinkBoy
All i recommend you is to follow up the instructions.

DEX CONDITIONS:

1- your meshes must be editeable mesh
2- if you have bones in the scene don't link the mesh to them, but set in the mesh a skin modifier and add the bones (i recommend u guys to get max 6 or max 7, so you can use weight table and set the vertex by sellection)
3- Attachment's name must start with "ATT:"
4- Colition Shapes are: Box, Sphere, Geosphere, Cylinder and Plane
5- for an object to be a helper, a bone must be linked to it.
6- Particle Emitters supported are known as Super Spray, they require mdl editing to work fine.
7- Lights supported are omni, spot free and directional free.
8- the FPS [Frame per Second] time can be any time, 30 recommended.
9- Stand and Walk must start and end at the same position/rotation/scale
10- Anims like Attack, Death and Decay must have a NonLooping as flag (edit that on mdl).
07-21-2005, 09:24 AM#8
Shotokan
Quote:
Originally Posted by BlinkBoy
All i recommend you is to follow up the instructions.

DEX CONDITIONS:

1- your meshes must be editeable mesh
2- if you have bones in the scene don't link the mesh to them, but set in the mesh a skin modifier and add the bones (i recommend u guys to get max 6 or max 7, so you can use weight table and set the vertex by sellection)
3- Attachment's name must start with "ATT:"
4- Colition Shapes are: Box, Sphere, Geosphere, Cylinder and Plane
5- for an object to be a helper, a bone must be linked to it.
6- Particle Emitters supported are known as Super Spray, they require mdl editing to work fine.
7- Lights supported are omni, spot free and directional free.
8- the FPS [Frame per Second] time can be any time, 30 recommended.
9- Stand and Walk must start and end at the same position/rotation/scale
10- Anims like Attack, Death and Decay must have a NonLooping as flag (edit that on mdl).

yeah, but running gmax.. drawing a sphere and then going stright to the export script without modifying anything... is that against any of those conditions?
07-21-2005, 03:26 PM#9
BlinkBoy
no, if you deselected it, it won't be exported.

Only objects on selection are exported.
07-21-2005, 04:13 PM#10
Shotokan
yeah, but when you draw an object (sphere) it automatically selects it... still does the same thing if you use select all...
07-22-2005, 03:37 PM#11
BlinkBoy
Quote:
Originally Posted by Shotokan
yeah, but when you draw an object (sphere) it automatically selects it... still does the same thing if you use select all...

is better to manually select it.
07-22-2005, 11:00 PM#12
megaerathia
Quote:
Originally Posted by BlinkBoy
is better to manually select it.

yes since its more accurate you know what your doing. but at a single object its no problem.
07-22-2005, 11:31 PM#13
mr.staby
That would explain some things...
Sometimes when I try to export some parts are editable polys.
Quote:
3- Attachment's name must start with "ATT:"
You mean attachment points right?
Quote:
7- Lights supported are omni, spot free and directional free.
Wait a minutes...you mean you can use lights in warcraft3 models?
Or does it only show in wc3viewer?
Also how do you deselect a vertex or a polygon without deselecting the whole bunch?(like in vertex modifier deselect mode)
07-23-2005, 03:01 AM#14
megaerathia
Quote:
Originally Posted by mr.staby
That would explain some things...
Sometimes when I try to export some parts are editable polys.

You mean attachment points right?

Wait a minutes...you mean you can use lights in warcraft3 models?
Or does it only show in wc3viewer?
Also how do you deselect a vertex or a polygon without deselecting the whole bunch?(like in vertex modifier deselect mode)

1.i think you can only export with editable mesh but im not sure since i didnt do it long time ago.
2. i dont know what "ATT" is so sorry cant help you.
3.yes you can use lights in warcraft and wc3viewer both.
4.try ctrl then deselect them manual or alt and you can deselect more.