In this tutorial I explain how to use my adt and wmo import script into 3DS Max, which can later be used for... anything you want, like exporting to SC2 or any of the kind.
This might be usefull for the guys that are remaking warcraft etc. based on WoW stuff
I am having the same problem, but while using the .M2 import part of the .adt script. It started suddenly (the script worked before), but now it won't stop. I cannot just ignore it because it appears as a dialog box that stops the script.
Before the errors, I was having a different problem: the .M2s would import, but not the textures, despite their being in the same place. It appears that nconvert is successfully creating a .png texture in the folder, but it is not being applies in 3DS Max. It *has* worked successfully a few times in the past, but rarely, and I'm not sure why it worked then and not now (same computer, configuration, etc.).
Any ideas? This is for a school project so I really hope I can get it fixed...my grade depends on it...yikes.
Hi, love your scripts. I had the issues with the nconverter, too - was because it was placed in my programs folder and Windows restricted the access of 3Ds Max to it. Just placed in a temp folder and it just worked fine.
I have the error on importing the .m2 models to an adt, too. Hope this will help you, to spot the issue.
"C:\Games\WOW WOD\WORLD\CRITTER\BIRDS\BIRD02.M2"-- Error occurred in obj loop; filename: C:\Program Files\Autodesk\3ds Max 2014\scripts\startup\WoW Adt Import v0.1.ms; position: 17560; line: 818-- Frame:-- obj: $WORLD\CRITTER\BIRDS\BIRD02.M2-- FILES: #("C:\Games\WOW WOD\WORLD\CRITTER\BIRDS\bird0200.skin")-- len: 43-- skinToFind: "C:\Games\WOW WOD\WORLD\CRITTER\BIRDS\BIRD02*.SKIN"-- modelFile: "C:\Games\WOW WOD\WORLD\CRITTER\BIRDS\BIRD02.M2"-- called in AdtImportM2Models(); filename: C:\Program Files\Autodesk\3ds Max 2014\scripts\startup\WoW Adt Import v0.1.ms; position: 17602; line: 825-- Frame:-- called in btnImportM2.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2014\scripts\startup\WoW Adt Import v0.1.ms; position: 21540; line: 965-- Frame:>>MAXScriptRolloutHandlerException:-- Argument count error: ImportM2 wanted 5, got 3 <<
I thought it may be an issue regarding the critters, because of their different location, but even after deleting them I get the same issue.
"C:\Games\WOW WOD\WORLD\LORDAERON\ARATHI\PASSIVEDOODADS\BOARDWALK\ARATHIBOARDWALK04.M2"-- Error occurred in obj loop; filename: C:\Program Files\Autodesk\3ds Max 2014\scripts\startup\WoW Adt Import v0.1.ms; position: 17560; line: 818-- Frame:-- obj: $WORLD\LORDAERON\ARATHI\PASSIVEDOODADS\BOARDWALK\ARATHIBOARDWALK04.M2-- FILES: #("C:\Games\WOW WOD\WORLD\LORDAERON\ARATHI\PASSIVEDOODADS\BOARDWALK\arathiboardwalk0400.skin")-- len: 82-- skinToFind: "C:\Games\WOW WOD\WORLD\LORDAERON\ARATHI\PASSIVEDOODADS\BOARDWALK\ARATHIBOARDWALK04*.SKIN"-- modelFile: "C:\Games\WOW WOD\WORLD\LORDAERON\ARATHI\PASSIVEDOODADS\BOARDWALK\ARATHIBOARDWALK04.M2"-- called in AdtImportM2Models(); filename: C:\Program Files\Autodesk\3ds Max 2014\scripts\startup\WoW Adt Import v0.1.ms; position: 17602; line: 825-- Frame:-- called in btnImportM2.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2014\scripts\startup\WoW Adt Import v0.1.ms; position: 21540; line: 965-- Frame:>>MAXScriptRolloutHandlerException:-- Argument count error: ImportM2 wanted 5, got 3 <<
At this point I'm lost, dunno where the issue is. Hope it helps you to track it down.
Hi guys, been of this path for a while, I need to pick it up, so it is going to take some time.
Usually, when it worked once, and it doesn't anymore, you could try opening the script and press CNTRL + E to rebuild it, sometimes max just screws up scripts.... do no why.
This might be a quick path to the solution... other than that, I need to dig into it again...
I haven't been trying to get WoD models until there's a stable version of WMV out for it. In the mean time I've been using a seperate install of WoW from MoP with an old stable version of WMV.
In this tutorial I explain how to use my adt and wmo import script into 3DS Max, which can later be used for... anything you want, like exporting to SC2 or any of the kind.
This might be usefull for the guys that are remaking warcraft etc. based on WoW stuff
Download scripts here: Dropbox Script Files
Enjoy
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Cool I test it tonight!
thank you ! :D
Hi, when I test your tutorial on the highmaul raid (ex : HighmaulOgreRaid_16_25) on "import multiple VMO", i have the error :
thanks
Hi, I can't read french so I don't know what the error says.
But I tried the file 6DU_highmailraid.wmo and had this as a result, some textures were missing yes, but apart from that..
T
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
I test tonight with 3ds max English. if I still have the error I will try to describe you my manipulations exactly...
import HighmaulOgreRaid_16_25.adt
import HighmaulOgreRaid_16_25_obj0.adt
import M2
and import multiple VMO
thanks
other error...
import HighmaulOgreRaid_16_26.adt
import HighmaulOgreRaid_16_26_obj0.adt
import M2 Models
next,
maxscript WoW VMO Import
select only import Textures
clean maxscript listener
and press "Import multiple VMO"
i get error :
debugger output on error :
I don't have same render on "World\wmo\Dungeon\Highmaul\6DU_highmaulraid.wmo"... extract yesterday.
i hope that help you...
hey, thanks for sharing your script, looks promising
tested but getting some error when i click Import M2 Models, Import multiple WMO also
edit: just ignore the errors
If you keep MAXScript Listener open it import fine
any eta for map texture import?
http://i.imgur.com/UtjTj1l.jpg
http://i.imgur.com/woLmXzh.png
I am having the same problem, but while using the .M2 import part of the .adt script. It started suddenly (the script worked before), but now it won't stop. I cannot just ignore it because it appears as a dialog box that stops the script. Before the errors, I was having a different problem: the .M2s would import, but not the textures, despite their being in the same place. It appears that nconvert is successfully creating a .png texture in the folder, but it is not being applies in 3DS Max. It *has* worked successfully a few times in the past, but rarely, and I'm not sure why it worked then and not now (same computer, configuration, etc.). Any ideas? This is for a school project so I really hope I can get it fixed...my grade depends on it...yikes.
Hi, love your scripts. I had the issues with the nconverter, too - was because it was placed in my programs folder and Windows restricted the access of 3Ds Max to it. Just placed in a temp folder and it just worked fine.
I have the error on importing the .m2 models to an adt, too. Hope this will help you, to spot the issue.
I thought it may be an issue regarding the critters, because of their different location, but even after deleting them I get the same issue.
At this point I'm lost, dunno where the issue is. Hope it helps you to track it down.
Best Regards
Hi guys, been of this path for a while, I need to pick it up, so it is going to take some time.
Usually, when it worked once, and it doesn't anymore, you could try opening the script and press CNTRL + E to rebuild it, sometimes max just screws up scripts.... do no why. This might be a quick path to the solution... other than that, I need to dig into it again...
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
I haven't been trying to get WoD models until there's a stable version of WMV out for it. In the mean time I've been using a seperate install of WoW from MoP with an old stable version of WMV.
@TaylorMouse: Go
Bumpin'.
In the video, you said that the script doesn't import the map's textures. As it was several months ago, well... Were there any updates since ?