Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Jan 7, 2016 9:14:31 GMT 10
did you try to remove all zeros ? i tried everything , is the script the problem cuz I used the 1.2.8 version (just for export the mesh) and it works. ah okay damn ;__;
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Jan 7, 2016 13:42:46 GMT 10
yes the problem come from a vertex declare that i fixed for another game support and seems to not work as expected in re6 it seems, i will come with another fix today after work.
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Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Jan 7, 2016 14:39:36 GMT 10
Does the script gets ever an upgrade to newer Versions of 3ds Max. The 2012 Version is no longer sold for years. I can`t even get a trial version. Its a shame because since the very beginning of Re 6 modding i made my own imports, but everything i have done so far has small or huge bugs because my 3ds max versions are not supported. I even tried The blender script wich works great for the Rig, but sadly it damages the UV maps when it export the Mesh. So i have plenty of cool own mods, but if I made them with 3ds Max they have a completely messed up Rig and with Blender they have broken textures. Arwww...........
Anyway it's pure awesome that you guys still upgrade and fine tune these scripts at all.
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Sad, my PC comming die!
Posts: 1,009
Original Join Date: Oct 8, 2012
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Post by Darknessvaltier on Jan 7, 2016 17:55:21 GMT 10
I use the old script of RE5 and old script of RE6, both i use to import the model on 3dsmax 2012, and export it with 3dsmax 2015 and works perfect '-'
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Jan 8, 2016 2:01:27 GMT 10
Does the script gets ever an upgrade to newer Versions of 3ds Max. The 2012 Version is no longer sold for years. I can`t even get a trial version. Its a shame because since the very beginning of Re 6 modding i made my own imports, but everything i have done so far has small or huge bugs because my 3ds max versions are not supported. I even tried The blender script wich works great for the Rig, but sadly it damages the UV maps when it export the Mesh. So i have plenty of cool own mods, but if I made them with 3ds Max they have a completely messed up Rig and with Blender they have broken textures. Arwww........... Anyway it's pure awesome that you guys still upgrade and fine tune these scripts at all. no, because i only have 2009 version and it is compatible with 2010,2012 too , newer versions would require so many fix that i have no time to do sorry.
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Jan 8, 2016 2:35:31 GMT 10
updated it today, if you can retest it and say me if it work as expected... same than before :/ okay reversed some fix i added for some fvf that seems only used for degenerated mesh, it may work as expected now. i just hope it don't break some stuff in other games.
let me know if it work as always.
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Posts: 1,154
Original Join Date: Oct 27, 2011
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Post by Kernelzilla on Jan 8, 2016 3:07:28 GMT 10
okay reversed some fix i added for some fvf that seems only used for degenerated mesh, it may work as expected now. i just hope it don't break some stuff in other games.
let me know if it work as always.
same .
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Jan 8, 2016 5:23:23 GMT 10
can you send me your 1.2.8 script by pm please ?
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Posts: 1,154
Original Join Date: Oct 27, 2011
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Post by Kernelzilla on Jan 8, 2016 10:43:02 GMT 10
can you send me your 1.2.8 script by pm please ? sure i upload the file and i send u the link now.
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Simps for Lepotitsa
Posts: 243
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Post by Akeinu on Jan 8, 2016 18:51:17 GMT 10
I use the old script of RE5 and old script of RE6, both i use to import the model on 3dsmax 2012, and export it with 3dsmax 2015 and works perfect '-' so if someone with 3dsmax 2012 would import a character, save the whole scene as.max file an upload it, i could open it with 3dsmax 2015, and export it with rig intact? If so can someone upload a 3ds max file with for example uPl01HelenaUsa, pl0100 model imported, so that i can check it if it would work, or should i make a request thread for that? because i don`t have those old 3ds Versions and the bones are so messed up that it is useless to import models with my vesions.
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Posts: 12
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Post by vuze on Jan 12, 2016 22:56:29 GMT 10
Amazing work! Also works very well with Dragons Dogma: Dark Arisen (PC). However, when I try to export a mesh (I think selecting it in the object window, "OK", then pressing the Export button ist the right approach? pic of what I selected: i.imgur.com/PDPcFw9.jpg), the script throws an exception at line 3660: "-- Unable to convert: undefined to type: Integer". Happens with any model I tried to so far, uploaded an example here: dropfile.to/HheG0
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Jan 12, 2016 23:15:44 GMT 10
Amazing work! Also works very well with Dragons Dogma: Dark Arisen (PC). However, when I try to export a mesh (I think selecting it in the object window, "OK", then pressing the Export button ist the right approach? pic of what I selected: i.imgur.com/PDPcFw9.jpg), the script throws an exception at line 3660: "-- Unable to convert: undefined to type: Integer". Happens with any model I tried to so far, uploaded an example here: dropfile.to/HheG0dragon dogma export is not yet supported, i am still working on it, sorry. actually only mesh import in max but export will come once i made all the necessary fix for it.
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Posts: 12
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Post by vuze on Jan 12, 2016 23:17:44 GMT 10
Cool, thanks for the quick update, I will wait patiently
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Post by exshinla on Jan 18, 2016 2:11:34 GMT 10
I import some models of dmc4se with max2012 and this error appear on almost every model …… it always happen when the first mesh in imported …… but some models like pl033.mod can be imported perfectly …… can this bug be fixed ? or what i do was wrong ?
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Always on a quest...
Posts: 3,754
Original Join Date: Apr 6, 2013
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Post by ΛLISTΞR on Jan 18, 2016 2:42:16 GMT 10
I import some models of dmc4se with max2012 and this error appear on almost every model …… it always happen when the first mesh in imported …… but some models like pl033.mod can be imported perfectly …… can this bug be fixed ? or what i do was wrong ? Did you tick the DMC4SE Fix box in advanced options?
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