Hi all,
im getting a weird error from the m3 exporter in 3ds max, the error reads...
Export Failed!
Runtime error- array index must be +ve, got 0
this seems to happen whenever i import any model in a different format and then try to export it as m3, i tried just creating a sphere and exporting and it did so without a problem so i dont think its a problem the exporter, any help would be fantastic
i believe it has something to do with the sequencer (setting up the animations) but do u know how to export out texture with the models? my models i export dont appear in game, theyre not the checkered balls, theyre just invisible. and when i have gotten them to work, theyre white with no texture.
i think ive found a way around it, i just needed to add a bone (although i havent bound it to the mesh) and it exported, now my problem is kinda like yours lol
the file it spat out was only 2kb, i tried importing it into the map editor and theres nothing there i.e invisible, no sphere or anything
i presume that if you can import dds files into the material editor in max (might need a plugin) then the exporter would do that also but im not sure.
when u have got the model to show up, have you assigned the skin within the map editor?
haha yeah right? i love maya, but i hate 3ds max with a passion. and yeah in max i assign the texture to the model and everything an i can see it there, but it's inivis in game, i think i need to add a bone to it. i'll try it out and let you know how it works out.
aight well i just tried adding a bone to my mesh, rigid bound it. but now im getting the error you first mentioned, which has never happend before. but i dont think the sequencer is working. when i try to give the model animations using it, the export always fails.
im stumped...... and im starting to think despite releasing the modding tools and supporting custom games ingame, blizzard just arent interested in making life any easier, if this was maya i could easily figure out what is going on but max is just annoying, even more annoying that i had to install windows and max and all the plugins etc to do it (im on a mac)
i tried finding the array = #[] and changing it from that to array = #[1] but no joy, it doesnt seem to be exporting any geometry at all for me, the model is much bigger than 2/3 kb in 3ds format. it could be that by adding the bone to my scene, its found something it can export and has just ignored the mesh
really annoying cos i have an entire stargate mods worth of models/textures i could import :(
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Hi all, im getting a weird error from the m3 exporter in 3ds max, the error reads...
Export Failed!
Runtime error- array index must be +ve, got 0this seems to happen whenever i import any model in a different format and then try to export it as m3, i tried just creating a sphere and exporting and it did so without a problem so i dont think its a problem the exporter, any help would be fantastic
cheers
i believe it has something to do with the sequencer (setting up the animations) but do u know how to export out texture with the models? my models i export dont appear in game, theyre not the checkered balls, theyre just invisible. and when i have gotten them to work, theyre white with no texture.
i think ive found a way around it, i just needed to add a bone (although i havent bound it to the mesh) and it exported, now my problem is kinda like yours lol
the file it spat out was only 2kb, i tried importing it into the map editor and theres nothing there i.e invisible, no sphere or anything
i presume that if you can import dds files into the material editor in max (might need a plugin) then the exporter would do that also but im not sure. when u have got the model to show up, have you assigned the skin within the map editor?
god i wish they had tools for maya.........
haha yeah right? i love maya, but i hate 3ds max with a passion. and yeah in max i assign the texture to the model and everything an i can see it there, but it's inivis in game, i think i need to add a bone to it. i'll try it out and let you know how it works out.
aight well i just tried adding a bone to my mesh, rigid bound it. but now im getting the error you first mentioned, which has never happend before. but i dont think the sequencer is working. when i try to give the model animations using it, the export always fails.
im stumped...... and im starting to think despite releasing the modding tools and supporting custom games ingame, blizzard just arent interested in making life any easier, if this was maya i could easily figure out what is going on but max is just annoying, even more annoying that i had to install windows and max and all the plugins etc to do it (im on a mac)
i tried finding the array = #[] and changing it from that to array = #[1] but no joy, it doesnt seem to be exporting any geometry at all for me, the model is much bigger than 2/3 kb in 3ds format. it could be that by adding the bone to my scene, its found something it can export and has just ignored the mesh
really annoying cos i have an entire stargate mods worth of models/textures i could import :(