Yeah, hence why I normally referred others to using an older version, thankfully I won't have to now. It amazes me how Autodesk manages to break things with the later versions -- first it was 2012/2013 alphabetizing the bones and therefore breaking the arrays, then it was 2015/2016 automatically assigning extra rigging to whatever bones were nearby (can't say much about 2014, nobody I know uses it and I don't have it either). It almost seems like they're breaking things on purpose sometimes. Sheesh.jayko wrote:I saw the words 'finally' and 'fix' and my heart jumped into my throat... but unfortunately it wasn't the fix I was praying for XDRandomTBush wrote:Just (and finally) figured out how to fix things being improperly rigged in 3DS Max 2012 and above (2015's specific rigging issues were the most annoying to fix), so that'll be in the next update, too.
Fortunately for me, however, I use the 2010 version so rigging's always been fine on my end, which is nice!
But yeah, I'll get back to figuring out the UV mapping shenanigans hopefully soon. I'll probably have to resort to modifying the various float values in the headers until I find something that breaks the UVs in-game before I'm able to finally fix the script and release it.
Not for a long time. There are way too many unknowns in the headers for the models, and with the way the materials and bone names and such are hashed, it's pretty much impossible to make custom models without reverse-engineering the model format completely, or by getting Telltale's tools somehow.Maximmum wrote:Hi RandomTBush, i want to ask you, is it possible and could you try to make a option to not only export the model but also, import the model in Telltale Engine to d3dmesh and skl format, because that would have been really awesome