Riyuk Posted June 11, 2013 Share Posted June 11, 2013 Well, i've got a problem. I made hilt in 3DS max 8 cand i can't export it as MD3 without deleting some objects in it. When finally it is exported(without few elements), i cant open it in MD3 view. Error is: "Error loading mesh, found [strange signs] instead of IDP3". Could anyone help me? I can send 3dsmax file to someone who could fix this. If anyone can do this, contact me via xfire 39nitram93 or mail marcinjanus7@o2.pl Link to comment
Inyri Posted June 11, 2013 Share Posted June 11, 2013 Make sure you apply textures to every mesh before exporting. Link to comment
Riyuk Posted June 11, 2013 Author Share Posted June 11, 2013 I did, but im not sure if well its my first hilt made from zero and im not sure i know how to put textures on meshes. Can You help me? Link to comment
Inyri Posted June 11, 2013 Share Posted June 11, 2013 If you're not sure how to apply textures in the modeling software you're using I would strongly recommend reading through the help documentation that came with the program. Link to comment
Riyuk Posted June 12, 2013 Author Share Posted June 12, 2013 eh, another problem. I put textures on model, it looks good in 3dsmax preview, i exported file, opened in md3view, loaded .skin file aaaand...some parts on hilt arent covered with texture. What is funny, befere loading .skin file oposite parts arent textured on that part of model. Another problem is that after exporting to .glm i cant open it in modview, but it works in game, but earlier mentioned parts of texture are missing ;/ Link to comment
Inyri Posted June 12, 2013 Share Posted June 12, 2013 If it changes after you add the *.skin file verify your *.skin file is actually complete and includes all meshes. For the modview issue we'll need more than "it doesn't work". Link to comment
Riyuk Posted June 13, 2013 Author Share Posted June 13, 2013 in modview i can see table on the left side, where are trees ob meshes etc, but in the preview is bugged. Textures, as i said earlier, are on only one mesh Link to comment
minilogoguy18 Posted June 13, 2013 Share Posted June 13, 2013 Iny, he's using max 8. =p I'll just leave this here... http://jkhub.org/tutorials/article/39-how-to-make-a-lightsaber-hilt/ Link to comment
Riyuk Posted June 13, 2013 Author Share Posted June 13, 2013 why is max 8 bad? Should i use gmax? Why? Link to comment
minilogoguy18 Posted June 13, 2013 Share Posted June 13, 2013 Where did I say it was bad? You can follow that tutorial to get your model working. Link to comment
Riyuk Posted June 13, 2013 Author Share Posted June 13, 2013 I was using this tutorial, and some other on youtube about about UVW unwraping. I did what they said and i have no idea why it doesnt look properly. Especially when it looks how it should in 3ds max http://img40.imageshack.us/img40/6489/buggu.jpg Link to comment
Psyk0Sith Posted June 13, 2013 Share Posted June 13, 2013 Check the filepaths are correct in the .skin file (and show us the content of the .skin file) check which textures are assigned in the exported .glm, you can open it with notepad or hexa decimal editor to verify. Link to comment
Riyuk Posted June 13, 2013 Author Share Posted June 13, 2013 Here is my saber: http://www.sendspace.com/file/jrzskv Link to comment
OlgO Posted June 14, 2013 Share Posted June 14, 2013 Parts "pipe" and "top" in your model have wrong texture pathsCheck out texture paths in the materials which you apply to those parts.About that problem with the .skin file, I guess thats because you have two parts in your model with the same name ("pipe") You can attach one "pipe" part to another or just rename one of it. Link to comment
Solution Riyuk Posted June 15, 2013 Author Solution Share Posted June 15, 2013 solved. I simply missed hidden objects in max ;/ My first saber is done ^^ Link to comment
minilogoguy18 Posted June 16, 2013 Share Posted June 16, 2013 You should tag this thread as solved, helps those who are looking for solutions to their own problems. Link to comment
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