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 at 2003-09-1611:00:00
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 at 2003-08-3014:14:00
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 at 2003-08-1112:37:00
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 at 2003-08-1112:34:00
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 at 2003-08-1100:32:00
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 at 2003-07-0701:47:00
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 at 2003-05-1915:29:00
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 at 2003-05-1914:30:00
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 at 2003-05-1722:45:00
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???