I tried to edit the ghost model but when I export it and put it in the editor only the ring around the rifle has animations while the rest is frozen. Is there a specific way to export?
I have version 1.6b but it does the same thing. It freezes the model that I convert to editable mesh. I have tried now with all versions, is there something else that I need to do?
Ok, got it. There appears to be a bug in the script that it leaves the last subfolder for your texture import path in the texture name. (I'm using max 2008, not sure if this would happen in 2010). So i renamed the texture to include the last subfolder at the beggining of its name. In this case the last folder was "test" so i added "test" to the beginning of the .DDS filename.
Here it is in the editor.
I've been trying to wrap my head around what you just said but I just can't figure it out : (
did you add the name of the folder that it was exported to? or the name of the folder you saved it in before you made the model? Or was it the name of the internal texture path?
I had some individual faces assigned to a different material on some meshes and the exporter threw me an error about it. Splitting them into different meshes fixes the error but.. eh. Dunno if you can even fix that.
I'm exporting a 104k poly model with several large material sets, I'll let you know how it goes (and more important how insanely long it takes).
/edit
It took a long time.
On the other hand my proof of concept is a total success. This is a 100k poly model with about 30-40mb worth of high res textures. I can have 40 of them on my screen with very little performance loss even though sc2 gives me awful performance to begin with. Not that I need to have 40 of these on a map at any time... I was thinking more like 10, and they certainly wouldn't be stacking up on each other like they do right now due to no collision sphere.
Then I pitted them in a gigantic battle with a ton of other demanding stuff like mass protoss building explosions, tons of Leviathans, and beams/particles... considering I get an average of 20-25fps in a 1v1 on my i7 920 I'd say this is pretty impressive.
So, no, don't ever tell me that 20k poly is too high for a unit. Just be prepared to spend ages exporting.
Now, if you'll excuse me, one of the wings seems to have broken because I forgot to collapse the modifier stack. Now I have to sit back for another 3 hours chugging anti-freeze while I wait.
Looping animation isnt workign properly how I see.
I tried to do simple spin/rotate 360 degs animation, but when animation is supposed to start all over again, it snaps, and another one starts from random frame. How to fix it ?
I'm having difficulties getting this ship to work properly. I've exported it twice now. With the exports taking 3 hours a piece I kind of want to get this sorted out sooner than later.
For some reason the game is backfacing one of the wings and the neck even though in max they are fine. I thought their modifier stack wasn't collapsed properly so I re-did that but makes no difference.
Also the head is supposed to be black like the rest... it's black ingame but in the editor freaks out. Same with the body.
I'm getting a peculiar MapList error when I open the max file or play around with the materials.
YOu are getting map list error coz you renamed or removed textures from folder. What changed path so now you re getting errors. Try to remove all materials, and start all over with adding materials.
As it turns out, there must be something between exporting and importing that's for some reason flipping the normals. In max the normals are fine but not ingame. Flipping the normals in max so they are backfaced results in them being fine ingame. Very peculiar...
I'm trying to make some modifications to a model which has a light and a particle system attached to it. Do these get exported from the Galaxy Editor's Preview Module? If so, do they get imported into max w/ this script? Whenever I export one of the previously imported models and import it back into the editor, I find that the model is missing the previously attached light and particle system. Some help would be greatly appreciated. Thanks!
Thank you so much for this tool!!! Three sleepless nights and my custom model is almost working perfectly!
I tried to edit the ghost model but when I export it and put it in the editor only the ring around the rifle has animations while the rest is frozen. Is there a specific way to export?
@GhostNova91: Go
Use version 1.6b until v1.9 comes out.
@UltiDrgn: Go
I have version 1.6b but it does the same thing. It freezes the model that I convert to editable mesh. I have tried now with all versions, is there something else that I need to do?
@UltiDrgn: Go
Just wanted to say got back into this plugin and with all the updates it's rockin'!
I've been trying to wrap my head around what you just said but I just can't figure it out : (
did you add the name of the folder that it was exported to? or the name of the folder you saved it in before you made the model? Or was it the name of the internal texture path?
How to make billboards ? Plane that would face camera all the time from all angles.
@NiNtoxicated01: Go
how can I import doom 3 models in 3ds max/galaxy editor? help please
@BurningTemplar: Go
I tried to import and export Energy Pickup model.
But when I import it back its lost some information. Like animations and some textures, like diffuse one.
Can I reimport models without errors or ?
I had some individual faces assigned to a different material on some meshes and the exporter threw me an error about it. Splitting them into different meshes fixes the error but.. eh. Dunno if you can even fix that.
I'm exporting a 104k poly model with several large material sets, I'll let you know how it goes (and more important how insanely long it takes).
/edit
It took a long time.
On the other hand my proof of concept is a total success. This is a 100k poly model with about 30-40mb worth of high res textures. I can have 40 of them on my screen with very little performance loss even though sc2 gives me awful performance to begin with. Not that I need to have 40 of these on a map at any time... I was thinking more like 10, and they certainly wouldn't be stacking up on each other like they do right now due to no collision sphere.
Then I pitted them in a gigantic battle with a ton of other demanding stuff like mass protoss building explosions, tons of Leviathans, and beams/particles... considering I get an average of 20-25fps in a 1v1 on my i7 920 I'd say this is pretty impressive.
So, no, don't ever tell me that 20k poly is too high for a unit. Just be prepared to spend ages exporting.
Now, if you'll excuse me, one of the wings seems to have broken because I forgot to collapse the modifier stack. Now I have to sit back for another 3 hours chugging anti-freeze while I wait.
is there any problem with animation exporting with newest tool ? Seems like it wont add animations when using m3 sequence manager.
And how come I got 1.8 version when there is 1.7 last one on the list there. Hm I am confused here.
Looping animation isnt workign properly how I see.
I tried to do simple spin/rotate 360 degs animation, but when animation is supposed to start all over again, it snaps, and another one starts from random frame. How to fix it ?
@tigerija: Go
1.8 is removed because it has big ass bug in it. wich not exports animations. So dont use 1.8
I use 1.7 at the moment and works good
When you rotate a model wich is rigged with animations n stuff it snap back to the rigged/animations position
Ok... 1.7 works fine now...
I'm having difficulties getting this ship to work properly. I've exported it twice now. With the exports taking 3 hours a piece I kind of want to get this sorted out sooner than later.
For some reason the game is backfacing one of the wings and the neck even though in max they are fine. I thought their modifier stack wasn't collapsed properly so I re-did that but makes no difference.
Also the head is supposed to be black like the rest... it's black ingame but in the editor freaks out. Same with the body.
I'm getting a peculiar MapList error when I open the max file or play around with the materials.
YOu are getting map list error coz you renamed or removed textures from folder. What changed path so now you re getting errors. Try to remove all materials, and start all over with adding materials.
@tigerija: Go
Yeah that seemed to work.
As it turns out, there must be something between exporting and importing that's for some reason flipping the normals. In max the normals are fine but not ingame. Flipping the normals in max so they are backfaced results in them being fine ingame. Very peculiar...
I'm trying to make some modifications to a model which has a light and a particle system attached to it. Do these get exported from the Galaxy Editor's Preview Module? If so, do they get imported into max w/ this script? Whenever I export one of the previously imported models and import it back into the editor, I find that the model is missing the previously attached light and particle system. Some help would be greatly appreciated. Thanks!
@theaggie: Go
Those aren't supported yet.