Thank you all for the help, but it seems like a lost cause for me. I uploaded the new opengl files and it still didnt work... oh well, looks like I'll have to get the money to get a new vid card... Thanks everyone for the help.Io non osava scender de la strada per andar par di lui; ma 'l capo chino tenea com' uom che reverente vada.
If your problem is with gmax (due to video card issues) then Wayland's script isn't going to help you. To use any gmax script tool you will have to have a fully functional gmax install.
Ok... this is not cool. I got the gmax program then the NWmax program. But when I open gmax it pops up with an error about some kind of rendering problem. I think my video card is too old to support it, so if someone is able to send me a copy of the old program used to convert gmax to nwn, I would much appreciate it. Or if you guys wanna be real nice, and do it for me? Hahaha... not funny? Its a small file and if anyone can do this for me, again much thanx. My email is [email protected]. If anyone can help thans.Io non osava scender de la strada per andar par di lui; ma 'l capo chino tenea com' uom che reverente vada.
Ladies and Gentlemen, many months ago I picked up (with Wayland's permission) this script and started to add/extend it. Integrating in new facilities, fixing bugs etc. That has evolved into what is now called NWmax (just search for it on the Vault). While your are most welcome to choose to continue to use this script please understand that active development/support by Wayland and myself on THIS particular branch has finished. Indeed Wayland has removed the download from his personal web space and now points to NWmax.
Enjoy your modelling.
Regards,
Joco.NWmax (gmax) - Author
Posted by Inferno ( ..xxx.xxx ) at 2004-01-10 07:03:00
Yes I have the problem as Demon-man. What to do with "txt" file. How to convert it into "mdl" file. I am trying to create Warcraft III Demon Hunters WarBlade as an Bastard sword with propertes of short sword becorse this warblade will be designed to a Ranger (Hunter) class with hi-dex and two weapons fighting. Please if someone is able to tell me what to do or if someone will be able to realized it I will sent him my design of 3 difernt tipes of warblades. Soon I want to give to this waepon its own movements like real demonhunter use it. Please help or ask me for sending an WarBlades designs
Posted by Selendrile Alys ( ..xxx.xxx ) at 2003-11-23 01:50:00
HOW TO USE 'nwnmdlcomp.exe'
If you are having problems converting files to ascii, read the following.
When you click on the exe it doesn't do anything right?
There is a way around that. Create a folder named 'Models' on the C:/ Drive. Place the program 'nwnmdlcomp.exe' in this folder and the binary models you want to convert. Open up Command prompt.
Type C:
Press Enter
Type cd\models
Press Enter
Type nwnmdlcomp -d filename
filename = the name of the file without the file extention eg for helm_028.mdl >>>> type 'helm_028' without the quotations
the file will be converted as filename.mdl.ascii
You now have an ascii model!
Posted by Osmanthus ( ..xxx.xxx ) at 2003-10-24 15:41:00
I just uploaded a hacked (hacked? brutalized!) version of the import part of this script that "works" on 3dsmax version 3. It should show up in the file list soon.
Let me apologize in advance for doing this heinous act; I needed it and I figured others might too.
Posted by Demon-Man ( ..xxx.xxx ) at 2003-09-16 11:00:00
Hi....I am very new to using mdl-files and Gmax.
I have a problem that was mentioned before but I didn't find an answer (or I just overread it).
But:
How can I convert the final txt.-file into a mdl.-file?
When I copy the listener's text into a txt.-file I just got a txt.-file not more and not less.
I just converted a mdl from someone else's hak-file, could that be the reason?
Posted by Nol Drek ( ..xxx.xxx ) at 2003-08-30 14:14:00
I've used this utility to make all kinds of changes to the default NWN creature models. Really a great utility!
One thing has he stumped though. How to use this utility and Gmax to scale/resize a default creature. Can someone point me in the right direction? When I Uniform Scale a model and then export it, the ASCII file looks exactly like the original unscaled model. What am I missing?
Nol
Posted by Richard ( ..xxx.xxx ) at 2003-08-11 12:37:00
I forgot to ad, when I use the bioware model viewer alll the animations are there and it shows them. but once in my module the animations are non existent
Posted by Richard ( ..xxx.xxx ) at 2003-08-11 12:34:00
when I export a model with the animations it exports. after I change my model to mdl format. I check it with the nwn mdl viewer, the bioware official viewer. everything looks fine, but when I use the model in the nwn nights game and enter the module that uses the new model I notice the creature has no animation frames it just slides across the ground and when I attempt to view the creature in the module editor after i've placed the creature the creature become imobile.
What am I doing wrong? Please let me know
Posted by Demigog ( ..xxx.xxx ) at 2003-08-11 00:32:00
Tim to export a model with a skin on it , You have to unlink the skin , then export the model. Then you want to re-link the skin , and export it as a node. Then copy and paste it to the end of the model. That will enable you to reimport it.
Hope that makes sense :)
Posted by Anonymous ( ..xxx.xxx ) at 2003-07-07 01:47:00
Hey Tim, maybe you should post an update to this script since you've found so many bugs with it! It would be a great service for a lot of people.
Posted by simple tim ( ..xxx.xxx ) at 2003-05-19 15:29:00
Styles, the short answer is..
Select your base object (dummy), choose Edit, then Object Properties, then the User Defined tab, then add this line:
mdl_root=true
You're right - you don't get the option to export unless you have selected a "base object" (aka model root) for the model you wish to export. Adding that line I mentioned will flag that object as a model base. All objects linked in some hierarchy that itself is ultimately linked to the base object will export as a single model (in the listener).
If you are working your way toward creating a custom model using GMax, then you will want to know more than this. I would recommend exporting working models from NWN and then importing these into GMax to see what else a base object probably needs to make an working NWN model (also animation definitions etc). (There are great tutorials like Eligio Sacateca's Custom Content Guide here in the vault, and there are many useful utilties you will want to use too.)
I am in the trenches with exactly this kind of effort. Feel free to email me with questions as they come up.
Posted by simple tim ( ..xxx.xxx ) at 2003-05-19 14:30:00
Some bugs I've come across and their easy fixes..
**BUG ONE:
Models with skin modifiers won't export, but instead give error- ExportNWNmdl: Argument count error: wanted 3, got 2
Comments:
ExportNWNmdl function in one spot is called with only 2 arguments but needs 3; this results in an error.
ORIGINAL CODE:
for c in skinnodes do ExportNWNmdl c only_nodetype
CHANGE TO:
for c in skinnodes do ExportNWNmdl c only_nodetype children
**BUG TWO:
Float type conversion error during animation exports.
Comments:
Look at implementation of the ExportAnimEvents function.
ORIGINAL CODE:
if ((findString prop event_prefix) == 1) then
CHANGE TO:
if ((findString prop (event_prefix + "_")) == 1) then
**BUG THREE:
Models with skin modifiers won't export animations.
Comments:
Look under the 'Rollout definitions' section. Find the code block headed by:
on export_mdl_button pressed do
This block uses anim_combo.text to see what the toolbar's animation selection (Wayland's toolbar) currently reads: this will be used to determine your chosen animations to export. However the original code checks this variable too late during the export process. Ok, the earlier geometry export routines cause any skin nodes and/or associated bones to become selected in GMax: this makes the toolbar become 'inactive'and so its user-defined choices become undefined (like your animation choices to export). Animation exports occur only AFTER geometry has already been exported. Consequently, animation export routines will see no user-defined choice for animations to export if there were skin nodes in the geometry export -- consequently no animations would get exported. I changed the code so that your animations choices are stored before the geometry export routines occur. Now, find that code block headed by: on export_mdl_button pressed do
ORIGINAL CODE:
if ((getUserProp node "mdl_root") == true) then
(
WriteNWNRootProperties node
)
ExportNWNmdl node "" true
if ((getUserProp node "mdl_root") == true) then
(
format "endmodelgeom %\r\n" node.name
local anim_name = anim_combo.text
if (anim_name != "") then ExportAnims node anim_name
format "donemodel %\r\n" node.name
)
clearSelection()
select node
CHANGE TO:
if ((getUserProp node "mdl_root") == true) then
(
WriteNWNRootProperties node
)
local anim_name = anim_combo.text
ExportNWNmdl node "" true
if ((getUserProp node "mdl_root") == true) then
(
format "endmodelgeom %\r\n" node.name
if (anim_name != "") then ExportAnims node anim_name
format "donemodel %\r\n" node.name
)
clearSelection()
select node
Posted by Styles ( ..xxx.xxx ) at 2003-05-17 22:45:00
Well I have spent hours trying to get this thing to work properly, I'm confused about this base and link thing. I have created a cube with some bmp's used for texturing. I created a base but I cant get the thing to show export MDL when I select both the base and my cube. Am I supposed to link them together somehow? If I select the cube on it's own and export it as node it comes up with an error about unknown meshes.
Can anyone give me some simple steps???
Posted by simple tim ( ..xxx.xxx ) at 2003-04-29 17:44:00
Ok I'm not great with this maxscript code, but I think I see now there was a bad function call occurring only when skin nodes are found by the export script. The function ExportNWNmdl is called with 2 arguments instead of the required 3 (I think at least). So I just changed the function call to resemble other similar calls: to the line of code reading "for c in skinnodes do ExportNWNmdl c only_nodetype" I just tacked on " children". (I sooo smart LOL) After I did that, I was able to export my model, skin modifiers and all (and it displays in the game properly). No one has bumped into this maybe..
Posted by simple tim ( ..xxx.xxx ) at 2003-04-28 20:52:00
[The link works for me (the times I've tried it).]
While using this script for mdl export, has anyone ever gotten the maxscript error:
"Argument count error: ExportNWNmdl wanted 3, got 2" ?
I seem to get the error whevenever my model uses a skin modifier, in fact the export process derails precisely while trying to encode a skin node -- even the standard palate's "blue dragon" mdl produces this error for me during export.. it has skinned wings. (I use GMax 1.2) I've completed my fruitless efforts at examining the script code itself :) [GMax help: "The line containing the code in which the error occurred is highlighted and scrolled into view." Yah, I wish. ?]
If no one else gets this error while exporting a skin node, then my system is "peculiar" somehow? Are there other export scripts I can use for GMax?..
Posted by Shealladh ( ..xxx.xxx ) at 2003-04-22 03:31:00
Is there a Tutorial on how to GET this +blocked+ING file?
The damn site is always offline, so my guess is either Wayland uses a shitpoor ISP or is hosting his own webserver, either way POST IT TO NWVAULT!!!!!!!!!!!!!!!!!!!
At least we might be able to download the damn thing
Posted by Anonymous ( ..xxx.xxx ) at 2003-03-30 13:59:00
upload this file on a RELIABLE server DAMNIT
like nwvault...
u just have to upload 3kb!!!!!!!!!
*grml*
Posted by Ern ( ..xxx.xxx ) at 2003-03-14 15:51:00
That site sucks!
Posted by Mishenka ( ..xxx.xxx ) at 2003-02-17 23:40:00
The outside server seems to be off line. Is this file
available somewhere else?
Posted by Serge ( ..xxx.xxx ) at 2003-01-22 21:42:00
How does the thing work
Posted by fluffy_tail ( ..xxx.xxx ) at 2003-01-17 00:06:00
ARgh! Please tell me why all these mdl to ascii converters
are all dos programs!?! It's pissing me off - I'm hopeless
with that stuff, and I don't know how to even get the
program to run. Could somebody please tell me if there are
any NON-dos programs or at least tell me how to run
mdl2ascii?
Posted by Anderson ( ..xxx.xxx ) at 2002-12-15 02:40:00
Pelo Amor de Deus, essa pagina esta com defeito tem como
alguem ai me mandar esse arquivo GMax MDL import/export
v1.0.
Por Favor
Posted by Pierre_dupac ( ..xxx.xxx ) at 2002-12-11 19:23:00
my last post,is not a problem as i figured out how to add
a dangly mesh to the models:)