| 06-27-2007, 06:28 PM | #1 |
In this tutorial I will be using 3DS Max 5, Notepad++, MDLX converter, and although it isn't required, Image Viewer 2 to admire my results outside Max. Firstly, decide what you want to merge and then plan to isolate the various models and their parts. I will be taking a Troll trapper model, and giving it an Axe, whilst removing its existing weapons. Then I will go on to change its animations in a further tutorial. Stage 1. Getting me a big rusty Axe! Load up 3DS Max. Click on the utilities button: ![]() The scroll down and select MAXscript: ![]() Find the script the MDX Importer/Exporter script by KMK. Attached if you do not have this: DOWNLOAD HERE ![]() Then you will have to select it from the drop down box: ![]() And you will be presented with the script's functions: ![]() Select them as so: ![]() Then you can click on import and find the mdx (model) you want to import and edit/use. Here is my Spirit Walker who's Axe I'll be stealing: ![]() Isn't he cute? We'll see about that. Notice the model is made up of random coloured meshes. Delete all the meshes that aren't the same colour as the object you want to steal/edit. In this case, the Axe. Just click on them and press delete. ![]() Don't worry about deleting the other bits, you are only going to use the data for the Axe when you're done with this stage. ![]() Now, select this mesh, and click on modify: ![]() Expand the editable mesh by clicking the small +button: ![]() And then select Vertex: ![]() Now, your model should be covered in small blue dots, which are its vertices. ![]() Now you want to start deleting all the parts of mesh that you do not want. It may be easier/quicker to use polygon/element to select and delete these areas, instead of vertex. Also, make sure you click on remove isolated vertices: ![]() And you should end up with just your required object, which in this case is a Big Axe! ![]() Now, export the model using 'File > Export'. Export as .3ds for now, as you will need to position the Axe on the next model before making it a .mdx. |
| 06-27-2007, 06:29 PM | #2 |
Using the step-by-step instructions in part 1, import your main model. In this case it is a Troll Trapper. Again, delete any meshes you wont be editing, such as the corpse. ![]() Now, I am going to shrink the small axes into oblivion. Click on a mesh. Select modify and go to vertex edit. You MUST use vertex edit. Select the vertices of one axe: ![]() Then select the scale tool: ![]() Return to your vertices, and shrink them to oblivion. Sometimes there will be another mesh underneath. Just repeat this process. ![]() ![]() ![]() Now, just to be safe, move the vertices inside the parent area, ie the hand: ![]() ![]() Repeat this for all objects you want to hide on that mesh. Then export the mesh using the script, and repeat this process on the other mesh. I save them as 'edit1', 'edit2' etc. ![]() Generally there are two main body meshes. One is for Team colour, and the other for transparency (ie two meshes with two different material properties). Some models have more, many more. You should have a edited model and an axe ready to position. if you dont, import the Axe using 'file > import'. ![]() Now, select the Axe, go to modify and vertex edit. Select all the vertices (Ctrl + A), and choose the Move tool. Now you can move the axe into position, in the troll's hand. This must be done in vertex mode: ![]() Now you can export the axe using the script, as .mdx. You now have 2 edited mesh files, and an axe file, all in mdx. You no longer need to use 3DS max for this basic tutorial. Proceed to stage 3. |
| 06-27-2007, 06:29 PM | #3 |
You need to get a copy of MDLX converter for this stage. Convert all files being used from .mdx to .mdl. In this example, the files are axe.mdl, edit1.mdl, edit2.mdl and ForestTrollTrapper.mdl. First, load up edit1.mdl. Scroll down to the geoset data: ![]() Select from before vertices down to the normals: ![]() Copy this data, and open up ForestTrollTrapper.mdl. Do search (Ctrl + F) and paste the copied data , and it should find the geoset as it looks for number of vertices, which is the first line. Then select the same area of data you copied, from vertices to normals, and replace with the copied data from edit1. Save the data, and if you want to check the result, convert the ForestTrapper back to mdx and look at the model in image viewer. Repeat this stage with edit2.mdl and any further edits of meshes on the original model you made. Now we will actually merge a new geoset, the Axe, to the edited model. Load up axe.mdl and select from Geoset, all the way down to the bracket after selectiongroup: ![]() Copy this data and load up the troll file. Do a search for 'bone': ![]() Paste the copied data before the word bone, but after the bracket on the line above. Next you need to find which bone is the right hand, so do a search for 'hand'. ![]() You want to note the Object ID of the bone. You can also use the Parent number, which is probably more reliable. Return to your added geoset by scrolling up, and change the number for matrices to the bone ID you just found. ![]() This should now make your axe geoset move with the right hand. Best to save, convert and check that it does before continuing. Note, it is generally quicker/easier to enter the matrice, material ID and even a comment name for your geoset before you paste it into the main file. To add a comment, type // before it. |
| 06-27-2007, 06:30 PM | #4 |
Continuing from part 3, we need to set-up a material and texture for the new geoset. Near the top of the file, seach for Textures. ![]() Add 1 to the quantity (ie textures 5). Add a new texture to the end of the previous textures. Before the closed bracket that leads onto Materials: ![]() You can copy an existing texture line, or write it from scratch. Just ensure you use { and } and not ( ) or [ ]. Write the texture filepath as you wish. For this example, I will just point it towards the spirit walker, as that's where the Axe is from. Experts may refer to the UVW Mapping tutorial if they wish to add the axe to the troll texture, so that you dont need to use 2 textures. ![]() Next, look down at the Materials: ![]() Similar to textures, add 1 to the total, and add a new material after the current materials. For a standard, alpha-able texture, use the following data: ![]() The texture ID must correspond with the texture you just added. Counting from 0, find what texture you added, and enter the number. this is generally 1 less than the total. Finally, find your geoset again, and search for Material ID. Enter the ID for the material you added. Again, counting from 0. And agagin, generally 1 less than the total number of materials. This should give your axe its own material and texture. Save and convert to mdx to check. Usually this should complete your geoset merge and give you a finished, edited model. However, this particular model has a few twists that need to be changed. You will want to check out my other tutorials for further editing and fixing of your edited models. |
| 07-02-2007, 08:26 PM | #5 |
well, u make some parts more difficulty than they are: 1.) use the importer script which imports anims aswell 2.) while deleting stuff dont choose the vertices one by one, there is a special ability to select meshparts connected to eachother, makes deleting easier 3.) when using max u just need to set up a new material space, so that u dont need to change stuff with notepad in the end |
| 07-02-2007, 09:17 PM | #6 |
Materials don't always give the right end filepath, so I found it easier to edit it after. The importer script wasn't available when I did this, plus it doesn't cover all the possibilities of using MDL edits. Since war3 models are so low poly, I find its pretty simple to select the verts yuo want to edit. Using grow or such can often grab parts you don't want. All that said, this is a guide for people new to the programs/processes involved. Everyone who can grasp this will discover new techniques as they go on. |
| 07-07-2007, 09:08 PM | #7 |
Any chance this would work for GMAX? And isn't there another way to geomerge without 3dsmax or GMAX? |
| 08-31-2007, 04:12 PM | #8 |
Where do you get 3DS Max 5? |
| 04-03-2008, 11:59 PM | #9 | |
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would this work for any 3ds max? I have 3ds max 7 and 9 in case the script doesn't work for one or the other. Any confirmations here? |
| 04-04-2008, 09:08 AM | #10 |
Only 5 (maybe 4) and you can't buy it these days, so you have to acquire through other means. |
| 04-05-2008, 09:31 PM | #11 |
i got totally lost on how to use the scripts.. i ran KMK's Script but when i try to import nothing happens. it would be greatly appreciated if you used pictures |
| 04-06-2008, 04:00 AM | #12 |
He did... they all just went poof. |
| 04-08-2008, 06:06 PM | #13 | |
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ohh i see. my apologies |
