3ds max rebellion export tool error:property count is undefined
Hi, I tried to use SOASE rebellion export plugin for 3ds max, I set the textures right but when the exporting is done It says " Unknown property: "count" in undefined. Please help.
Hi, I tried to use SOASE rebellion export plugin for 3ds max, I set the textures right but when the exporting is done It says " Unknown property: "count" in undefined. Please help.
I tried everything, but nothing works.
No answers? Awww!
I don't use that script, but if it exports the mesh properly, you can add the textures into the txt mesh manually.
TXT
MeshData
maxDiffuseMipLevel 0
hasValidTangents FALSE
BoundingRadius 67.937225
MaxBoundingExtents [ 29.118217 17.545380 61.241741 ]
MinBoundingExtents [ -29.118221 -14.877146 -67.873711 ]
NumMaterials 1
Material
DiffuseTextureFileName "FrigateTechScout-cl.dds"
SelfIlluminationTextureFileName "FrigateTechScout-da.dds"
NormalTextureFileName "FrigateTechScout-nm.dds"
DisplacementTextureFileName ""
TeamColorTextureFileName ""
Diffuse ffffffff
Ambient ffffffff
Specular ffe5e5e5
Emissive ff000000
Glossiness 16.000000
Make sure your textures are in the m0ds Textures folder and the .mesh is in the m0ds Mesh folder.
Edit: or the sure fire way.
Get XSI mod tool free
Export to .obj to get the model an UVs
Export to .fbx to get model and hard points (mesh points or "nulls")
Import to XSI and export as per documentation.
it is bad, the mesh file is broken. Do, i cannot edit it.
Probably BIN format, convert to text 1st
http://soase.x90x.net/?i=modding/ConvertData.html
So, I used old 3ds max exporting tool and than I converted it to TXT. And it work. Thanks man.
I dont think the old script was for Rebellion, you may need to manually add a new 3rd line
maxDiffuseMipLevel 0
see the above example and check your text mesh. Once it is all good you can convert to BIN again to save RAM and load time.
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