Editing and Customization > Resources, Tools, Tips & Workarounds
3ds Modeling Tool for Source
wallworm:
That error may be happening if there is no materials applied to an element in the model. I may need to address the code to catch that error... though I may have fixed it in the latest version (which is 1.0 and I see you are using 0.999). So download the latest version first.
If the model has materials but the hull doesn't, then the Hull needs a material. It doesn't matter what material. If you click the process hull, it will add dummy materials to the hull.
In any event, I'll look at the code this week and trap that error if I haven't already in 1.0.
wallworm:
I've updated the tool this morning to Version 1.01 which should address the problem you were having Jonathon. It appears that the texture exporter would have a MAXScript error if the material applied to a model had a bitmap that wasn't a TGA (like a PSD or PNG, etc). Anyway, there are also a couple other minor changes:
http://wallworm.com/projects/utilities/docs/resources/changelog.html
wallworm:
Another update this week:
Version 1.1 released 04-05-2011
• Fixed the Use Local Origin as Origin function.
• Moved Use Local Origin as Origin and Alt Origin checkboxes from Lighting & Miscellaneous rollout to Model & Basic QC rollout.
• Fixed the output of $illumposition to accurate position. Previous versions only worked if model's pivot point (local origin) was located at the world origin [0,0,0].
• Fixed $masscenter to output to correct position. Previous versions only worked if model's pivot point (local origin) was located at the world origin [0,0,0].
• Fixed MAXScript error that happened when you deleted a $illumposition helper and then tried to export the model and/or add another $illumposition helper.
• Fixed MAXScript error that happened when you deleted a $masscenter helper and then tried to export the model and/or add another $masscenter helper.
• Changed name of "Sky" scale button to "1/16" and added another one for "1/32" for L4D.
Jonathon [SSL]:
Sorry to bug you again, I updated to 1.21 and still having the same path issues with vtex. I moved everything over to my materialsrc and modelsrc folders, verified the paths, and have just one TGA in the diffuse slot on a standard material. The models export fine but I'm still having texture issues...
wallworm:
You may also need to create the same material path in your target game folders. So that if your materials inside materialsrc are "subpath1/supath2" then you will also need to make a "subpath1/subpath2" inside the mateials folder of Goldeneye also... the VTEX will not auto generate the path, unfortunately. But once the path is made, it will work.
Just remember that for each new material directory you make/use.
PS. Wunderboy's 1.6 SMD exporter is now out (for Max 9-2011... no 2012 just yet)... and it adds some functionality that is used in WWMT. Also, for reference for anyone who has trouble setting up WWMT, I've made a new video detailing the setup of the tool at http://wallworm.com/projects/utilities/docs/getting_started/running.html
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