I'm new to Gmax (1.2) but have some experience with 3d modelling (Lightwave 5.6 about 10 years ago).
I have installed the importer and exporter (DA:O Model and Animation Import Export (3dsmax and gmax) and DA:O Toolset Model Exporter) and the listener (YAGG).
My aim is to model some new props (seems more realistic to begin with small project) so i made a scene with one box (editable poly, unwrap channel 1 and 2), a collision box from a primitive and a root (dummy) witch is the parent of the two others objects.
It seems that i can export with version 1.0 a reliable mmh.xml since the processor builts a .mmh and a phy but when trying to export msh.xml, i can grab it, opening it makes me believe that it is correct but when i try to process it with the mshprocessor nothing happens.
To make myself clear as english is not my native language, i grabb the export via Yagg and save it as a "mshname".msh.xml.
I have, of course, read both pdf about the utilities so i don't understand what is going wrong. I tried the processor with some other msh.xml file but it doesn't work too.
Does anyone have a idea of the problem ?
Gmax exporting helps
Débuté par
princecorg
, mai 17 2010 08:02
#1
Posté 17 mai 2010 - 08:02
#2
Posté 17 mai 2010 - 10:47
How are you running the processors? They are commandline. You need to open a commandline window (DOS box) and use the following:
and
If you are having real problems, just use the GUI for tazpn's tool which also handles the processing of compiled MMH/MSHs as well - http://social.biowar...m/project/1060/
"<DA install directory>\\tools\\ResourceBuild\\Processors\\MMH\\GraphicsProcessorMMH.exe" <MMH name>.mmh.xml
and
"<DA install directory>\\tools\\ResourceBuild\\Processors\\MSH\\GraphicsProcessorMSH.exe" -platform pc mmdtogff <MSH name>.msh.xml
If you are having real problems, just use the GUI for tazpn's tool which also handles the processing of compiled MMH/MSHs as well - http://social.biowar...m/project/1060/
#3
Posté 17 mai 2010 - 04:49
Thanks a lot, msh file working fine with the GUI tools.
I was wondering about the meta data problem. Is it related to the .met (artools.erf). How can i create one for my new custom object ?
Second point : the .mao
For now, i can't see any textures in the toolset or in game.
I thought i have to create first a matproj (matlib and material object) then export them to local.
The material's name in Gmax will be my mao's name but what does it have to do with the mat?
A couple of advices would be really helpful.
I was wondering about the meta data problem. Is it related to the .met (artools.erf). How can i create one for my new custom object ?
Second point : the .mao
For now, i can't see any textures in the toolset or in game.
I thought i have to create first a matproj (matlib and material object) then export them to local.
The material's name in Gmax will be my mao's name but what does it have to do with the mat?
A couple of advices would be really helpful.
Modifié par princecorg, 17 mai 2010 - 06:31 .
#4
Posté 18 mai 2010 - 11:09
Solved for the matproj and mao.
Looking forward what i can do with met files.
Looking forward what i can do with met files.





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