I imported the Nomad model in 3ds max to replace some dds textures with custom ones - all the same sizes as their original and I haven't touched anything on the model itself. When trying to export having browsed and replaced the textures I want to replace in the Material Manager, I get "No "get" funtion for #colour 1start" error message and Export failed. - Have in mind I copied a texture and renamed the copies to all the textures it needs to make sure there are no errors loading material during Import.
Also, the Model ingame uses a Hose/Space Platform Cable hanging from beneath - I thought it was part of the model but I think it's not since in 3ds max I didn't see it. However, in Notepad the M3 has data that it uses the Cable textures such as Spec Emmisive and Normal. I wanted to replace a texture there as well but I couldn't find anywhere Actor Event or anything that attaches this model in 3ds max there is no material for it and it never asks for such Cable textures anyway.
If we had a pather - a tool that can open M3 just to rename the texture names for custom textures you want to use, I wouldnt even have to use 3ds max but no such tool exists.
This error is caused by the animated color in Particle Emitters. Remove either only those emitters which have the color animated or remove the animation keys or remove all of them.
Just select all Star2Part* objects if you want to remove all of them.
Just did it - on all Star2Part deleted the ones with the Box icon at the Dope Sheet when it asked to delete all keys and it still gives this error, Can someone more oriented with 3ds max fix this? ... I will avoid doing that for other models since I can't do one simple texture change without taking hour(s) until some tool is done about it. Cause I am replacing some red/orange with other color that I take from other ingame Glow_ textures, so Notepad method isnt an option as well - too many textures and I want to use existing ones for the glows.
It won't kill the entire model animations right? Just some lights.. here - all textures needed are within the zip - to make sure the Import happens without any Material loss - now ignore that some textures are the same just different name - ingame those would be the right ones im doing it just forthe import.
Well if you want to presever the particle emiters there's no way to do it now because of the export error. In the next version of M3 plugins it will be gone.
If I were you I'd go with println's python tools or go with the data editor way to replace the textures (the tutorial for this is somewhere here on the forums, the zealot is used in the example).
As for the println's tools you just go to https://github.com/flo/m3addon and download the files and place them in one directory.
Install python for windows and run the script by typing
m3ToXml.py here/path/to/the/folder/containing/the/m3/file
and it will convert all the .m3 files found in folder to .xml files. Change the texture names.
Then run the second script by typing
XmlToM3.py here/goes/the/same/path/as/previously
and it will convert the modified .xml file back to .m3
I think that's a good way to do it since the max importer/exporter looses to much information right now.
Dark Protoss is not an option, it only does model swap to models already with their changed texture or TextureSelectbyId that you can do anyway but for many textures is not a good idea to use.
This sounds like a great temporary replacement of such tool that can change paths without using a modeling program. In fact, this may not affect any animations right?
I imported the Nomad model in 3ds max to replace some dds textures with custom ones - all the same sizes as their original and I haven't touched anything on the model itself. When trying to export having browsed and replaced the textures I want to replace in the Material Manager, I get "No "get" funtion for #colour 1start" error message and Export failed. - Have in mind I copied a texture and renamed the copies to all the textures it needs to make sure there are no errors loading material during Import.
Also, the Model ingame uses a Hose/Space Platform Cable hanging from beneath - I thought it was part of the model but I think it's not since in 3ds max I didn't see it. However, in Notepad the M3 has data that it uses the Cable textures such as Spec Emmisive and Normal. I wanted to replace a texture there as well but I couldn't find anywhere Actor Event or anything that attaches this model in 3ds max there is no material for it and it never asks for such Cable textures anyway.
If we had a pather - a tool that can open M3 just to rename the texture names for custom textures you want to use, I wouldnt even have to use 3ds max but no such tool exists.
@Eimtr: Go
Not too sure what the cause is but when I remove the particle emmitters (red ones) when this happens I can export fine
@GhostNova91: Go
Which ones, they are many idk which ones they are.
This error is caused by the animated color in Particle Emitters. Remove either only those emitters which have the color animated or remove the animation keys or remove all of them.
Just select all Star2Part* objects if you want to remove all of them.
@Leruster: Go
Just did it - on all Star2Part deleted the ones with the Box icon at the Dope Sheet when it asked to delete all keys and it still gives this error, Can someone more oriented with 3ds max fix this? ... I will avoid doing that for other models since I can't do one simple texture change without taking hour(s) until some tool is done about it. Cause I am replacing some red/orange with other color that I take from other ingame Glow_ textures, so Notepad method isnt an option as well - too many textures and I want to use existing ones for the glows.
It won't kill the entire model animations right? Just some lights.. here - all textures needed are within the zip - to make sure the Import happens without any Material loss - now ignore that some textures are the same just different name - ingame those would be the right ones im doing it just forthe import.
Well if you want to presever the particle emiters there's no way to do it now because of the export error. In the next version of M3 plugins it will be gone.
If I were you I'd go with println's python tools or go with the data editor way to replace the textures (the tutorial for this is somewhere here on the forums, the zealot is used in the example).
As for the println's tools you just go to https://github.com/flo/m3addon and download the files and place them in one directory.
Install python for windows and run the script by typing m3ToXml.py here/path/to/the/folder/containing/the/m3/file and it will convert all the .m3 files found in folder to .xml files. Change the texture names.
Then run the second script by typing XmlToM3.py here/goes/the/same/path/as/previously and it will convert the modified .xml file back to .m3
I think that's a good way to do it since the max importer/exporter looses to much information right now.
<3
Dark Protoss is not an option, it only does model swap to models already with their changed texture or TextureSelectbyId that you can do anyway but for many textures is not a good idea to use.
@Leruster: Go
This sounds like a great temporary replacement of such tool that can change paths without using a modeling program. In fact, this may not affect any animations right?