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Import Error


TriggerGod

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So, here I am, doing a request for a skin, minding my own business. I take out the MDL and MDX files for PMHC06, and make the ascii model. I whip out my GMax, set it up (click Set Environ, and make the imported model Goem only), and attempt to import it. It goes well, and I think I will get this done in no time. And then...

 

I realize I could look ingame at the changes. But, the problem is I don't have a real eye for detail, and I have blurry vision from a distance, so, I can't exactly see my changes that well (So far, all I've done is the eyes).

 

Curse you GMax and your non-specific error messages! :mad:

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@DarthParametric The SetEnviron function makes sure you work with centimeters (cm). It's not necessary, but it it very handy in making the hilt the exact size you want it in the game. Every modeler I know, uses it. It is something that will help you a lot.

 

@TG You know it, I'm sure, but if you double-click on the .mdl, and you extract it with the Kotor Tool Extractor, you get all the textures, and an ascii file, right? Does the file you import has "PMHC06-ascii.mdl" as its name?

 

|I|

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Did you extract the model as an ASCII?

Of course I did. When I first started using GMax, I forgot that step, and I got the window that said the model is not from ascii source or something like that. This is a different error.

@TG You know it, I'm sure, but if you double-click on the .mdl, and you extract it with the Kotor Tool Extractor, you get all the textures, and an ascii file, right? Does the file you import has "PMHC06-ascii.mdl" as its name?

 

I don't double click the mdl file while in KTool. I extract the mdl and mdx files, run it through MdlOps, that makes a PMHC06-ascii.mdl. I then run GMax and NWmax, and I tried to import it. That MaxScript error is whats keeping me from seeing my changes.

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@TG You know it, I'm sure, but if you double-click on the .mdl, and you extract it with the Kotor Tool Extractor, you get all the textures, and an ascii file, right? Does the file you import has "PMHC06-ascii.mdl" as its name?

 

|I|

 

Hmmz, I prefer to only use MDLops 0.5 or 0.6 to convert my models to ASCII, IIRC KotorTool has like an older MDLops imbedded.

 

 

Though I've encountered models that just won't get imported it always crashes whatever I tried.

 

What did helped sometimes, its quite silly, is to import another simple thing first, like a mask or gun.

 

Then select the whole bunch delete it all and then try to import your troublesome file ( good chance its a body or head model thats annoying with crashes and all).

And somehow that worked for me... now and then :)

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What did helped sometimes, its quite silly, is to import another simple thing first, like a mask or gun.

 

Then select the whole bunch delete it all and then try to import your troublesome file ( good chance its a body or head model thats annoying with crashes and all).

And somehow that worked for me... now and then :)

 

I tried what you said. I took a double saber, and deleted everything. Tried the head again... still no avail D:

 

Any other (temporary) solutions?

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I tried it and got the same error using both MDLOps 0.5.0 and 0.6.1 to convert the MDL and NWMax 0.7. Quanon's trick didn't work for me either.

 

If you open the MaxScript listener you'll see a whole bunch of stuff. Compare that to what you see when you successfully import a mesh. There's obviously something in that file it doesn't like.

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Istorian is right just double click the mdl to have kt create the ascii for you.

The only time you need the bin mdl and mdx is for recompiling body's and heads and sabers, to get them back in to game format, all other models you can just use Kt to make the ascii for you. plus it extracts the textures for that model so it's killing 2 birds with one stone.

 

If the model is just for gMAX to see real time texture changes while skinning not to be recompiled for game. Then check on convert skin to trimesh and uncheck animations in mdlops, maybe it's something in the weights of the model or some animation frames, anims have been known to cause import problems as well.

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