I...I love you.
Map of Newerth:
Alt suggestion - Steampunk Balphagore:
Modifications - Hats and junk :
Can create some more interesting stuff now!
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
edit: please,specify that its max 2011 (which is max 14) and not max 11 (2009) D:
Last edited by Rean; 04-02-2011 at 09:50 AM.
http://forums.heroesofnewerth.com/sh...d.php?t=246051 My workshop (currently 25 models)
I <3 you dude, you are my hero!!!!
*****how can i import the detailes that i have in Zbrush to the low poly model in 3DS? (i'm a newbie sry for that dump question)
I tried to export a model and i got this error many times (i tried with other models but i also took the same error)
1: when i press export it freezeshttp://img864.imageshack.us/img864/2...2011115636.png
2: then i get the error http://img859.imageshack.us/img859/1...2011115759.png
3: then 3ds max ask me to save the current scene http://img203.imageshack.us/img203/8...2011115817.png
What can i do to fix this? plz help me!...
[this part is solved, read edit below]
Could one of S2 shed light on how to setup the materials so that they're exported correctly as well.
When having Model Definition ticked and Materials (I figure) it would populate the *.material with proper xml according to how you've configured it in an 3ds Max material.
I can only apply 1 material to the hero model, which is indicated by the first name of the 3 materials in the bottom list.
I've tried the standard material but using maps here doesn't generate the proper xml inside *.material, but at least it uses the name and some maps.
Also I've tried to use a Multi/Sub-Object material with standard sub-materials to hopefully get it to recognize the different materials (diffuse, normal, spec, team) it can export, but this failed as well
How am I supposed to use the standard material so that all settings used are written to the *.material file without me having to manually edit it after exporting a model.
It seems that the standard material in 3ds Max can be used
Some other questions/problems:
Although I don't know what the other 2 materials are used for or how to get these applied correctly so they're exported
And I don't know how the team map should be used in the standard shader (and get it exported properly).
Also it seems to have problems copying the textures used
Code:WARNING: Unable to copy texture color.tga to c:/Games/Heroes of Newerth/game/heroes/myhero/ WARNING: Unable to copy texture normal_rxgb.tga to c:/Games/Heroes of Newerth/game/heroes/myhero/ WARNING: Unable to copy texture spec_color.tga to c:/Games/Heroes of Newerth/game/heroes/myhero/
this to be able to import original HoN models. However that importer is only for blender.
But I've recently completed this:
1. Import original .model file and all animation clips in blender
2. Select Armature & Mesh in blender
3. Export selected as fbx (with all animations clips)
4. Import fbx in 3ds Max 2011 (only 1 animation can be selected)
5. Change the model and export the geometry (to a .model)
6. Export the animation clip separately.
Now if you didn't rename anything, you can then re-import the same fbx but choose another animation this time. This should keep all your changes made to the model, except for the animation. Make any changes in the animation and export another animation clip.
Note: if you want to 'just' change the textures, you don't need to actually do all this. Just open the dds and start painting, save as tga in the proper folder and you're done
I think I'll write a guide for this some time
Is there a limit to the number of bones per model? I'm not sure if this has something to do with the model I'm working on or limitations of my computer, but when I try exporting it (the model) with around 92 bones, it gets messed up in HoN, random parts of the mesh are all over the place on each export (the .model file size is random as well). I managed to get around this by reducing the number of bones to around 70, this exports it flawlessly (no more random file size and distorted parts), although I would still like to know what the maximum number of bones are allowed/supported per export/model, if any.
Last edited by XIII; 05-23-2011 at 04:37 PM.
Ok, I took the plugin to the plugin folder, but what next :S, I went to the plugin-manager and it says loaded but thats all, I don't know hoe to get it started. Any help would be greatly appreciated.
can someone reupload the exporter.rar file?
their system is down and i cant get the file, thanks!