Keeping calm and go ahead
Posts: 413
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Post by Arthas Menethil on Jul 2, 2016 22:55:47 GMT 10
when reimport it in 3ds max it become like this
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Keeping calm and go ahead
Posts: 413
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Post by Arthas Menethil on Jul 3, 2016 2:12:48 GMT 10
Have you tried exporting it to an obj, or fbx format? From that format you should be able to get it into 3dsmax. (Unless your model was already like this before you exported this to these formats.) Try out some other formats that 3ds max can open. What it looks like is that some vertices are welded together. These welded vertices are creating these very strange spikes. I imported my model as 3ds file and moded it for shevanomal.When I exported my mod after skining and reimportrd it into 3ds max by script ,it become like this
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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 Jul 3, 2016 9:35:05 GMT 10
Have you tried exporting it to an obj, or fbx format? From that format you should be able to get it into 3dsmax. (Unless your model was already like this before you exported this to these formats.) Try out some other formats that 3ds max can open. What it looks like is that some vertices are welded together. These welded vertices are creating these very strange spikes. I imported my model as 3ds file and moded it for shevanomal.When I exported my mod after skining and reimportrd it into 3ds max by script ,it become like this The Script Does not fully support Imports of modded .Mod files.
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Keeping calm and go ahead
Posts: 413
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Post by Arthas Menethil on Jul 3, 2016 9:45:28 GMT 10
I imported my model as 3ds file and moded it for shevanomal.When I exported my mod after skining and reimportrd it into 3ds max by script ,it become like this The Script Does not fully support Imports of modded .Mod files. I mod RE5 as I mod RE6,the game stop working when I test my mod.
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Keeping calm and go ahead
Posts: 413
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Post by Arthas Menethil on Jul 4, 2016 20:37:08 GMT 10
@ ZombieAli I know, but this didn't seem like an import / export problem. It looks like vertices are being drawn to a point in 3d space. Only thing that I know that can do that, is skin weights, what do you think? Maybe somehow these vertices / spikes were merged together with other vertices in the model, by exporting to another file format. @ lordarthas1995 -> Does it give you an error message when it stops working? If so, it might help to determine why it crashes, so you can fix it. I am not sure,when I test it in game the game warn me that game stop working and return to windows.
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Post by Raynie on Jul 6, 2016 4:09:20 GMT 10
j87, I have a fast question for a beginner plz, be patient with me lol xD
After importing a RE5 .mod file into 3ds Max using the RE5 script, can I edit it like changing hair or any other part then export it back as .mod file? help lol *Feeling shy*
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Never trust the dead to do a bullet’s job!
Posts: 650
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Post by Wesky on Jul 6, 2016 4:34:25 GMT 10
j87, I have a fast question for a beginner plz, be patient with me lol xD After importing a RE5 .mod file into 3ds Max using the RE5 script, can I edit it like changing hair or any other part then export it back as .mod file? help lol *Feeling shy* you export it back OVER as .mod file not as new .mod file.
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Posts: 1,154
Original Join Date: Oct 27, 2011
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Post by Kernelzilla on Jul 6, 2016 6:23:51 GMT 10
@ ZombieAli I know, but this didn't seem like an import / export problem. "when reimport it in 3ds max it become like this" like Z.ali said He reimport his mod and the script don't have full support for reimport modded .mod files , if he want continue with his work , he should save the scene not reimport it.
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Post by Raynie on Jul 6, 2016 7:03:46 GMT 10
Thanx for your reply, is there any tutorial where I can learn how to do that?
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Keeping calm and go ahead
Posts: 413
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Post by Arthas Menethil on Jul 6, 2016 9:27:25 GMT 10
@ ZombieAli I know, but this didn't seem like an import / export problem. "when reimport it in 3ds max it become like this" like Z.ali said He reimport his mod and the script don't have full support for reimport modded .mod files , if he want continue with his work , he should save the scene not reimport it. I used to find bug by reimporting new mod in 3ds max when I mod RE6,so I do samely on modding RE5.The new mod stop game working and I have no idea on the reason
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