When making an object I can not seem to export the whole thing.
I am new to 3DS max, but have gotten enough info through tutorials to make the doodads I need.
Why is it when make all the objects meshes and export only one of the objects is seen?
using a group didn't help, I basically made a wall but only one pillar exports. I am sure it has to do
with what I am doing on 3Ds max, if anyone knows how to solve this, any help would be appreciated.
The exporter should error you if there's more than one mesh.
My guess is that you only have one mesh and the rest are polys or something else.
Convert all of your wall to mesh select only one part of it and in the edit geometry rollout or whatever it is called click the "attach" button and attach the other meshes.
thanks to both repliers, I will try what was suggested and definitely check out that video. I am used to Hammer (Valve's world editor for those that don't use steam), so I am used to very different conditions with world crafting.
Could you somehow not have them in a group and just separate meshes, not related in between them in anyway and THEN attach them all together?
Did you also convert all geometry to mesh before attaching?
It seems that the exporter still thinks it has multiple meshes, at least, it's responding more accurately now.
I'm working on an update for the exporter, I'm very unhappy with the way meshes have to be jammed together before export. This is especially bad news if you've skinned meshes seperately and then want to export them as an M3. In the next update, I plan to have seperate editable meshes act as submeshes within the model instead of using multimaterials. Also, tigerija will be happy to know I'm planning to make all objects in the scene that aren't editable meshes and that aren't hidden/frozen exportable as bones. This means you won't have to add every damn bone object to the skin list. The skin will be used for vertex weighting information only. I'm looking forward to the update as I feel the exporter will act more like it actually does on Blizzard's end. It also should mean you don't have to bake objects into bones but we'll see how it turns out, it's still a work in progress.
When making an object I can not seem to export the whole thing.
I am new to 3DS max, but have gotten enough info through tutorials to make the doodads I need.
Why is it when make all the objects meshes and export only one of the objects is seen?
using a group didn't help, I basically made a wall but only one pillar exports. I am sure it has to do
with what I am doing on 3Ds max, if anyone knows how to solve this, any help would be appreciated.
thanks
The exporter should error you if there's more than one mesh.
My guess is that you only have one mesh and the rest are polys or something else.
Convert all of your wall to mesh select only one part of it and in the edit geometry rollout or whatever it is called click the "attach" button and attach the other meshes.
I will make tutorial in 2 days. Then I will have time.
Could you somehow not have them in a group and just separate meshes, not related in between them in anyway and THEN attach them all together?
Did you also convert all geometry to mesh before attaching?
It seems that the exporter still thinks it has multiple meshes, at least, it's responding more accurately now.
@PrivateTickles: Go
I'm working on an update for the exporter, I'm very unhappy with the way meshes have to be jammed together before export. This is especially bad news if you've skinned meshes seperately and then want to export them as an M3. In the next update, I plan to have seperate editable meshes act as submeshes within the model instead of using multimaterials. Also, tigerija will be happy to know I'm planning to make all objects in the scene that aren't editable meshes and that aren't hidden/frozen exportable as bones. This means you won't have to add every damn bone object to the skin list. The skin will be used for vertex weighting information only. I'm looking forward to the update as I feel the exporter will act more like it actually does on Blizzard's end. It also should mean you don't have to bake objects into bones but we'll see how it turns out, it's still a work in progress.
Somehow I think that fans will deliver more support that developers... Starcraft 2 isnt really that big jump from SC1, except its graphic.
If Galaxy Editor Fails, I think that SC2 wont surpass its expectations.