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w3d import bfme graphics

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#21 Mathijs

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Posted 04 February 2014 - 11:20 PM

That is just incredible. I'll be writing a news post on your work soon. Thanks again.


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#22 Elric

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Posted 04 February 2014 - 11:25 PM

Interesting! I will have to check this out! :)



#23 Elric

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Posted 04 February 2014 - 11:39 PM

UPDATE: I checked it out and it didnt work completely in RenX. Only some of the autobind feature seemed to work (namely the hands + sword) or does this feature only work in 3ds max? if thats the case then screw RenX and ill go looking for the recommended version of max. :p



#24 NDC

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Posted 04 February 2014 - 11:47 PM

Mathijs, thanks!
Elric, I have only tried it on Max, but if you say that it doesn't work on RenX, then it doesn't!

Edited by NDC, 04 February 2014 - 11:54 PM.


#25 Elric

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Posted 05 February 2014 - 01:15 AM

Alright thanks! :p What version of max do you use? 



#26 NDC

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Posted 05 February 2014 - 02:10 AM

It's 3ds Max 8. Good luck!

#27 Mathijs

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Posted 05 February 2014 - 09:58 PM

It works so well. I'll be putting your latest one up on the3rdage.net and link to it in the coming news post.


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#28 NDC

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Posted 05 February 2014 - 10:43 PM

Thank you for the feedback, Mathijs!
I hope the script will be useful for the community!
Meanwhile I may have a look at the animations, but it may take more than quite a while!

#29 Abdil

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Posted 15 November 2014 - 01:42 PM

Works great except for the auto bind on my 3ds Max 2011 (64-bit) version.


Edited by Abdil, 16 November 2014 - 03:32 PM.


#30 Valheru

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Posted 06 December 2014 - 07:39 AM

Has anyone seen this error before?

 

-Runtime error - array index must be +ve number, got:0

 

This happens on all 3ds versions, 7, 8, even 2015. It seems to only happen when importing models from bfme1 mods. 

 

The box surrounding the error refers to Maxscript w3dimporter.ms 

 

The error can be closed but usually what follows is that half the model is missing


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#31 MattTheLegoman

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Posted 06 December 2014 - 12:37 PM

This is the same issue that Mathijs was experiencing with this model:
http://forums.revora...view=getnewpost

Unfortunately it wasn't solved. :I

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#32 Valheru

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Posted 06 December 2014 - 01:25 PM

Right, ta, Ill stop banging my head against the wall


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#33 Lenwë

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Posted 03 January 2015 - 08:12 PM

I get this error when importing skins:

 

--Type error: Call needs function or class, got: undefined

 

Has anybody ever seen this or at least understand what it's trying to tell me?



#34 NDC

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Posted 15 March 2015 - 01:39 AM

I get this error when importing skins:

 

--Type error: Call needs function or class, got: undefined

 

Has anybody ever seen this or at least understand what it's trying to tell me?

Oh yes, I've seen that chap before!
It just happens to crop up while some random models are imported - which one have you got it with?



#35 Lenwë

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Posted 16 March 2015 - 08:41 PM

Oh I sorted it out now, it's just I had been trying to set it up with Renx instead of gmax. All models used to give me that error though.



#36 NDC

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Posted 21 March 2015 - 01:52 AM

Ah, I see!
Do let me know if something crops up - I'll try to look into it!



#37 Nazgûl

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Posted 05 May 2015 - 03:58 PM

Quite fabulous news for the modding community indeed. Great work NDC =)

Just out of curiosity... the importer "only" works with umanoid infantry units right, not monsters like trolls, dragons and mumakil? 


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#38 Rider of Rohan

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Posted 05 May 2015 - 04:23 PM

It works with most of the bfme w3d files. You can import almost anything with binding if applicable however secondary rigging is not processed, but it most cases can easily be fixed.


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#39 Lauri

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Posted 05 May 2015 - 08:28 PM

Quite fabulous news for the modding community indeed. Great work NDC =)

Just out of curiosity... the importer "only" works with umanoid infantry units right, not monsters like trolls, dragons and mumakil? 

Uhm, I know the H in "Humanoid" is silent, but come on.. You still write it :p Seriously though, there's no difference between humanoid units and the rest of them, so there's no reason it shouldn't work on all.


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#40 Nazgûl

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Posted 07 May 2015 - 03:29 PM

Hehe yeah, my darn keyboard isn't always obeying me...  :themenace: Well that sounds good. Someone said "infantry" units, so I was just curious if there was some limitation =)


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------





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