What I think about the StarTools beta is that those provided source models are for showing how their files actually look like before hitting the export button in 3ds max. And I think the limitation to a few models of this kind is just for beta purposes, the full release should not have any restrictions with the import/export of models.
I hope I am getting a key, because I am just planning a whole new project with many custom models, and I definately need reliable tools to get started with animations and so on. Right now it's just a pain the ass to pump out enough models in accurate time...
Finallay fully working models ingame + some of my old real textures... 8)
I reworked my concept, got much more into detail and more effective in terms of polycount etc.
These two house models are just the first two of a whole series of town models I think.
A third one is nearly completed.
The windows are of transparent glass and the floors are ready to be filled with some chairs, tables, beds,.. if needed ;)
animations are going to come, open/close, invisible roof/floors to walk in like e.g. in Dungeon Siege, etc.
What the heck does this mean?
My model consists of many separate objects (door, windows, framework, etc.)
Each mesh has got one material (diffuse, specular, normal) attached to it.
It still appears when I attach each object to the mesh and export it as one single mesh.
Error happens to each material slot (Default 01, 02, 03, ...), doesn't matter.
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I've got access to the art tools beta, too. WIll try that out this weekend, veery good news indeed :)
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What I think about the StarTools beta is that those provided source models are for showing how their files actually look like before hitting the export button in 3ds max. And I think the limitation to a few models of this kind is just for beta purposes, the full release should not have any restrictions with the import/export of models. I hope I am getting a key, because I am just planning a whole new project with many custom models, and I definately need reliable tools to get started with animations and so on. Right now it's just a pain the ass to pump out enough models in accurate time...
So PLZ Blizz GIMME DA STARTOOLS! xD
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Yeah there definately is a connection, I am making a lot of music myself, and playing myself + being a map maker^^
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hell yeah, some day we will have the warcraft opportunities in map making for starcraft 2 wohoo, fuck sci fi :D
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Update :]
Finallay fully working models ingame + some of my old real textures... 8)
I reworked my concept, got much more into detail and more effective in terms of polycount etc. These two house models are just the first two of a whole series of town models I think. A third one is nearly completed. The windows are of transparent glass and the floors are ready to be filled with some chairs, tables, beds,.. if needed ;)
animations are going to come, open/close, invisible roof/floors to walk in like e.g. in Dungeon Siege, etc.
hope you like them :)
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Why don't resize it in Data Editor or max again, until it fits?
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Ah okay, I used 2012-10 before, that may explain the new problem, I will check that out :) thx
€dit: I am downloading the 2011 version now, hope that works, have there been any language changes in maxscript 2013 or why are there problems?
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What the heck does this mean? My model consists of many separate objects (door, windows, framework, etc.) Each mesh has got one material (diffuse, specular, normal) attached to it. It still appears when I attach each object to the mesh and export it as one single mesh. Error happens to each material slot (Default 01, 02, 03, ...), doesn't matter.