CMP Import/export dll
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Hi P1p3r,
I’ve tried the importer and, for whatever reason, it does not pick up the .mat file within the folder regardless of it trying to find automatically or not. I’m unable to select it manually. Would it have to do with the version of my MS? It’s 1.8.2.
Unfortunately, this causes a fatal error within the importer and it MS crashes. Your older version works just fine, though.
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HI Sushi,
Could you upload the cmp and mat files so as I could take a look at them?
Off the bat, there’s only two times it would not pick up the textures, and that would be- they already exist in the textures folder. and
- the hash numbers don’t match. However, there might be something else going on with your files.
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I tested with new exporter :
- model is shown good in hard cmp & UTFeditor and exports both cmp and mat file.
- the model is exporting with a little higher value of Y axis (up), and a little negative value to X (to the left at front projection) compared to normal.
- when selecting wmesh wire exporting included, ms3d crash (tested on version 1.8.5 beta1).
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P1p3r wrote:
HI Sushi,Could you upload the cmp and mat files so as I could take a look at them?
Off the bat, there’s only two times it would not pick up the textures, and that would be- they already exist in the textures folder. and
- the hash numbers don’t match. However, there might be something else going on with your files.
I think I figured it out. It has to do with the way the 3ds Max exporter exports the files, my bad. Hardcmp doesn’t read them correctly, either as we add tangential data to the model for normal/specular mapping.
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Sushi wrote:
…Unfortunately, this causes a fatal error within the importer and it MS crashes. Your older version works just fine, though.
Is this still a difference between the 2 versions Sushi?
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StarTrader wrote:
Sushi wrote:
…Unfortunately, this causes a fatal error within the importer and it MS crashes. Your older version works just fine, though.
Is this still a difference between the 2 versions Sushi?
The older one can import the models but it does so incorrectly. The latest cannot import at all. I believe W0d is one day going to work on a 3ds Max importer when he get a chance
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OK if its fixable then P1p3r will try?
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@Sushi
Hi again,When you say it imports the model incorectly, do you mean the mesh is messed up? or is it the textures that are messed up?
If your model is working in game, I’m sure I could figure out why it’s not importing them, however, I would need the model in order to duplicate the problem. I’ve been able to import most models from the game and most player made models that I’ve tried importing. There were a couple of models with unfinished hardpoints that didn’t want to load, but even those should load now.
@cata123
try running the model cleaner tool before exporting and let me know what happens. -
More the mesh. The importers don’t understand the binomial data.
Here’s one of our models.
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The model you sent me had an incomplete node, which was causing the plugin to crash.
Also as far as I know Milkshape only supports one set of texture coordinates. Please correct me if I’m wrong so as I could add the rest of the texture coordinates to Milkshape.
I’m uploading newer versions of both plugins You should now be able to load your model.
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Is it all ok now?
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Does this import the group names of a model or is it supposed to but doesn’t? It would be handy if it did tbh. If you have a model with a number of different group names and need to update the model for some reason, bit of a pain if you need to rename all the groups from scratch
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This is one I’m uploading now is OK. The last one messed LODs for some reason. I can’t remember at the moment why.
Yes. If you have a multipart model, It will load it as such. You might see in the groups list in Milkshape several meshes with the same name. This just means all those meshes belong to the same group. Milkshape needs the different meshes in order to use different textures in the same group.
Is this what you needed to know? -
Thanks for the info but no, that’s not what i meant. When you load in the model, any group part is just called Root, if you’ve previously named each part of the model, part A. part B etc, then just curious why the importer doesn’t recognise the names. I have some bases with 20 or 30 parts, this means i have to rename them everytime if i need to edit them for some reason, or any other model for that matter. It recognises the different texture names but not the group parts
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That’s exactly what I meant.
Let’s say you have a ship with four parts. You have,
Hull
Port_wing
Starboard_wing
TailSo when you import this, you’ll get.
Hull <mat: mat1=“”>Hull <mat: mat2=“”>Hull <mat: mat3=“”>Hull <mat: mat4=“”>Port_wing <mat: mat5=“”>Starboard_wing <mat: mat6=“”>Tail <mat: mat7=“”>Tail <mat: mat8=“”>Tail <mat: mat9=“”>It’s still four parts, but has nine meshes. When this gets exported, it will get exported with four parts.
However, if your model is a single model like most user models. Then that model will import as,
Root <mat: ??=“”>Root <mat: ??=“”>Root <mat: ??=“”>Root <mat: ??=“”>Root <mat: ??=“”>and so on.</mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:></mat:>