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Content creation => Modelling and Animation => Topic started by: Soluhe on August 22, 2011, 01:02:00 pm

Title: M2Mod 3/4 export error
Post by: Soluhe on August 22, 2011, 01:02:00 pm
Hi,

actually I try to export a edited m2i model back to m2 (with m2mod3 and m2mod4) but it the programm only crashes.
I used this guide http://www.ridiculousx.net/Projects/M2ModGuide.zip (http://www.ridiculousx.net/Projects/M2ModGuide.zip" onclick="window.open(this.href);return false;) and was looking around to find more informations about editing (so said doresain: you must use " make parent" & "join mesh" and export in m2i, and after import new m2i and delete unused mesh)

But it won't work...

Maybe I made some mistakes... so I will upload the model if anybody want to check it
http://filebeam.com/31489ca10c132abfabe021f70287e91a (http://filebeam.com/31489ca10c132abfabe021f70287e91a" onclick="window.open(this.href);return false;)
and here the M2Mod.ini I used
Code: [Select]
[input]
InputM2 = F:ProgrammeBlender FoundationBlenderM2IM2Mod3m2modelLibertyStatue.m2
#OutputM2I = F:ProgrammeBlender FoundationBlenderM2IM2Mod3m2imodelLibertyStatue.m2i
InputM2I = F:ProgrammeBlender FoundationBlenderM2IM2Mod3m2imodeleditLibertyStatue.m2i
OutputM2 = F:ProgrammeBlender FoundationBlenderM2IM2Mod3m2modeleditLibertyStatue.m2

I hope someone can Help me

Regards Soluhe
Title: Re: M2Mod 3/4 export error
Post by: doresain on August 22, 2011, 01:37:38 pm
this model doesn't have animations, m2i script doesn't work with not animated m2 models, i think because it need bones to merge the m2i with original m2.
to make a static model you must attach mesh on a not animated bone, it's the biggest limit of m2mod3
Title: Re: M2Mod 3/4 export error
Post by: Soluhe on August 22, 2011, 01:56:21 pm
well ok ... so i have to use an other converter?

sad ... but ok i will try
Title: Re: M2Mod 3/4 export error
Post by: doresain on August 22, 2011, 02:00:41 pm
try mdlvis
Title: Re: M2Mod 3/4 export error
Post by: Soluhe on August 22, 2011, 02:57:33 pm
ok now i tryed mdlvis (1.40)

I extract a model with modelviewer in 3ds and obj and used "Obj and 3dsToMdxConverter" to convert to mdx... and this seems to work but when I try to open the mdx with mdlvis I get an error "Range check error"
Title: Re: M2Mod 3/4 export error
Post by: Tigurius on August 22, 2011, 04:02:01 pm
Try -> 3ds -> M2 with viewtopic.php?f=59&t=381 (http://modcraft.io/viewtopic.php?f=59&t=381" onclick="window.open(this.href);return false;)
and then edit the texture paths etc. with pymodeleditor.
Title: Re: M2Mod 3/4 export error
Post by: Soluhe on August 22, 2011, 04:39:42 pm
Quote from: "Tigurius"
Try -> 3ds -> M2 with viewtopic.php?f=59&t=381 (http://modcraft.io/viewtopic.php?f=59&t=381" onclick="window.open(this.href);return false;)
and then edit the texture paths etc. with pymodeleditor.


ok now i got this ...
http://filebeam.com/5ab7285dd1bb228e28c5dd2d2182b8ed (http://filebeam.com/5ab7285dd1bb228e28c5dd2d2182b8ed" onclick="window.open(this.href);return false;)

normally it should work
but (stupid word ._  .) noggit crashes after loading it and i can't test it ingame