Re: PC BlackGold Online maxscript
Posted: Sat Nov 22, 2014 5:42 pm
I'm happy to find that this script also works with 3DSmax7 and 3DSmax 2008.
Importing doesn't show any memory error, except when then script enters an infinite loop (occurred once in ~20 tests).
More than half of the tested models imported flawless (eg. 'qh_con_mount_0001', 'boss_0121', 'bg_bear').
Other model imports typically fail on these lines in the script:
and:
Then there are also cases where the script reads a file beyond EOF.
I'm not sure which file (xskt / xmod / mtl).
I have a few questions as well:
- Why read the .mtl file when the imported model doesn't have (a) material(s) assigned?
- Would it be possible to make the script more flexible? (eg. "Import skeleton Yes/No")
I also tried to import all separate parts of a playable character.
Parts already loaded got distorted, especially when importing boots, although the same xskt file is used per import.
I guess it would be nice if the script could recognize that the skeleton is already loaded..
Importing doesn't show any memory error, except when then script enters an infinite loop (occurred once in ~20 tests).
More than half of the tested models imported flawless (eg. 'qh_con_mount_0001', 'boss_0121', 'bg_bear').
Other model imports typically fail on these lines in the script:
Code: Select all
str += bit.intAsChar (ReadByte bstream #unsigned))
Code: Select all
.. = (Readshort f #unsigned + 1)
I'm not sure which file (xskt / xmod / mtl).
I have a few questions as well:
- Why read the .mtl file when the imported model doesn't have (a) material(s) assigned?
- Would it be possible to make the script more flexible? (eg. "Import skeleton Yes/No")
I also tried to import all separate parts of a playable character.
Parts already loaded got distorted, especially when importing boots, although the same xskt file is used per import.
I guess it would be nice if the script could recognize that the skeleton is already loaded..