| 03-24-2007, 08:05 PM | #1 |
As promised, i finally recoded and released this script for 3dsMAX. For these who don't heard about it, it is an importing script for 3dsMAX compatible with Art Tools. Many features make the difference with still existing scripts, like the animations importation. I also added an anim generator I made for my m2 importer, that enables the user to queue many animations in one. There is some other stuff wich is described in the readme. Other file formats support could be added in future versions (.m2 .wmo and .mdx). Source files will be released after beta test versions. Requirements : 3dsMAX 5.0, Art Tools Important note : script path MUST be "scripts\BlizzImporter\Launcher.mse" History : Beta 1.00 : 24 march 2007 Beta 2.00 : 31 march 2007 Any comment / bug report will be apreciated ;) Use this thread for "How to use" questions or feedback. Use and the following for bug reports and developpement proposition : http://wc3campaigns.net/showthread.p...051#post918051 Thanks. ;) |
| 03-24-2007, 08:36 PM | #2 |
wow! great job! |
| 03-24-2007, 08:58 PM | #3 |
This is simply amazing!!! +rep oh and it also makes Blinkboy's tut rather useless <_< |
| 03-24-2007, 11:14 PM | #4 |
it doesnt work for me... i get an empty error box if i try to import a .mdl! not even your examples work.... |
| 03-24-2007, 11:24 PM | #5 |
Wich version of max are you using ? I use .ini files for languages, the empty errox box could be caused by a string not "found" in this file. It should be caused by your version of 3ds, some friends tested the script (v5.0 and v8.0) and it worked fine for them. Does it appear just after clicking the open file button or some seconds after ? |
| 03-25-2007, 06:58 AM | #6 |
| 03-25-2007, 08:30 AM | #7 |
Strange.. :\ Does it work for someone there ? :p PS: Does it appear just after clicking the open file button or some seconds after ? EDIT: I just check again your screenshots, in the first one, pathing is not correct : the path MUST be scripts\BlizzImporter\ (not scripts\war3\BlizzImporter). The messagebox should tell you "Import module not found" because the script is expecting scripts\BlizzImporter\formats\mdl_reader.mse file, but it seems the script don't recognize the .ini file, then no text is displayed. (due to pathing in the first screenshot, but i don't know why in the 2nd one) |
| 03-25-2007, 09:36 AM | #8 |
This is quite simply incredible. This is probably the biggest developement in WC3 modding for a long time, at least for me. Edit: Any plans to add particle importing in the future or am I just missing something? :) |
| 03-25-2007, 09:42 AM | #9 |
I planed that, but there is one probleme with emitters : we can not access the texture filename field, then we'll have to do it ourselves. Sure, it's a little thing if we compare to the importation itself :) |
| 03-25-2007, 09:58 AM | #10 |
Works perfectly for me. This tool is a blessing. |
| 03-25-2007, 10:22 AM | #11 |
It would be usefull for me if Max 5 actually worked -_-" |
| 03-25-2007, 10:38 AM | #12 |
Nice to see you finally release this. Thanks heaps for letting me test the original version ages ago. Its been a big help. Edit: Nice new interface. |
| 03-25-2007, 10:56 AM | #13 |
thx, it works now. it was the path that wasnt correct! i had it in 3dsmax5\scripts\BlizzImporter_beta_1.00\BlizzImporter\launcher.mse thest best program i have ever seen! i am now admiring you ;) |
| 03-25-2007, 01:55 PM | #14 |
Very nice importer ^^ I have used a previous version to import space marine model and make my custom soldiers models and it worked very well... so i think it works better now, it's means very good. |
| 03-25-2007, 03:23 PM | #15 |
Very Nice . keep the great work, and if you have problems with TCB, feel free to ask, I know quite a lot of things of Hermite and Bezier Interpolation. |
