MurderMode
Giving new meaning to co-op... slowly
- Reaction score
- 154
Hi, I have been using gmax 2.0 to make static doodads from scratch for my map project, and all that has worked without a problem from importing into the world editor to running ingame.
However, when I extract a model from war 3 for editing I have problems. Here is my questions.
1. First of all, when I import the .mdx the static model imports ok, but when I try play the model's animations the bones go haywire and just spinning all over the place until it crumples the unit into a small ball. Is this just an editor problem for gmax 2.0 and if I edit the static model and export it back into the game will the animations work correctly?
2. If it is an importing problem, what is a good import script or method that works with gmax 2.0?
3. I have tried building units from scratch and have animated them according to Magos' model tutorial, and in the editor it works fine. I then export the model using dex (v1.85c i think, i'm not currently on my WE pc) using the correct method of setting the animations to frames, add in all the textures (etc) just as I would my working doodads. When I import them into the world editor tho, they are just static models with no animation choices on the model viewer. I then have tried opening them with a war3 model viewing program and with that they have the animations listed, but they do nothing. Have I missed a key step or is my exporting script incompatable with gmax 2.0?
I'm only asking these questions because every thread and website that I have searched for answers or downloaded scripts from doesn't seem to be aimed at this version of gmax, but an older one....
any help would be appreciated
However, when I extract a model from war 3 for editing I have problems. Here is my questions.
1. First of all, when I import the .mdx the static model imports ok, but when I try play the model's animations the bones go haywire and just spinning all over the place until it crumples the unit into a small ball. Is this just an editor problem for gmax 2.0 and if I edit the static model and export it back into the game will the animations work correctly?
2. If it is an importing problem, what is a good import script or method that works with gmax 2.0?
3. I have tried building units from scratch and have animated them according to Magos' model tutorial, and in the editor it works fine. I then export the model using dex (v1.85c i think, i'm not currently on my WE pc) using the correct method of setting the animations to frames, add in all the textures (etc) just as I would my working doodads. When I import them into the world editor tho, they are just static models with no animation choices on the model viewer. I then have tried opening them with a war3 model viewing program and with that they have the animations listed, but they do nothing. Have I missed a key step or is my exporting script incompatable with gmax 2.0?
I'm only asking these questions because every thread and website that I have searched for answers or downloaded scripts from doesn't seem to be aimed at this version of gmax, but an older one....
any help would be appreciated