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NeoDex 2.7 Wc3 Modeling Kit for 3dsmax & GMAX

Level 10
Joined
Nov 17, 2013
Messages
162
1st Close 3dsmax/gmax (if it's already running)
2nd Extract all the folders in your 3dsmax/gmax installation folder.
3rd Run 3dsmax/Gmax.
4th Go to Utility panel and hit Maxscript -> Run Script (or from top menu)
5th Select NeoDexInstaller and run it.
6th You should now have a new menu popping up called NeoDex. (Top right)

5th step : -- Type error : Call needs function or class, got: undefined
(I have Gmax 1.2)
What's the problem ??! How to fix this ? :ogre_frown:
 
Last edited:
Level 17
Joined
Jan 18, 2010
Messages
1,122
Heloo. How would I go around making a global animation with neodex ?
Here is what I'm attempting to do:
I want a tree with multiple stand alternate animations each of which would play a different geoset animation in which the leaves (which are greyscale) would change colors but I also want to animate the tree to sway in wind, now it would be ideal if I could animate the tree using global sequence so I have only one set of keyframes and the tree would be animated in every sequence.
I also want to do this because some animations are very long (60 seconds on average) and I would only need a short wind loop animation.
Now one more thing, would the global animation keep playing even if the regular animations ended ? (E.g were ordered to play via a trigger but they would be non looping so they would get stuck at the last key)

Is that possible ? If so, how would I do that ? Sorry if I'm guilty of not searching properly and it was explained somewhere before :p

EDIT:
Never mind, figured it out.
 
Last edited:
Level 12
Joined
May 20, 2009
Messages
822
Alright...I've done all I can on my side so I need to ask for help now.

I cannot for the life of me get ANY importer to work. Not Blizzimporter, not NiNtoxicated01's importer, nothing.

It's becoming really frustrating...When I use BlizzImporter, this happens:

-- No ""append"" function for ""

As for the other one, nothing happens. Nothing at all happens. No box, no screen, nothing even telling me the script functioned properly.
 
NeoDex 2.6 release!

NeoDex 2.6

attachment.php


Version 2.6:

  • - General:
    • - Better support for lastest versions of 3ds max.
    • - Removed color animations through materials.
    • - Added Color animations modifier.
    • - Unwrap Modifier tvertexanimations deprecated.
    • - Tvertexanimations are now defined by animating the U_offset and V_offset parameters of a bitmap.
    • - Added support for DontInterp. Just use a a bezier controller with tangents set to noninterp.
  • - NeoDex Exporter:
    • - Fixed Bezier Parameter and color animations.
    • - Bezier interpolation calculation is a bit more precise now.
    • - Added model optimizer. Neodex will now optimize keys the best it can.
  • - NeoDex Importer:
    • - Added Cameras, Lights, Ribbon Emitters, Particle Emitters1.
    • - Added Parameter Animations.
    • - Added Color Animations.
    • - Added Tvertex Animations.
    • - Added Texture Animations.
    • - Added support for Bezier Animations.
    • - Added support for Hermite Animations
    • - Fixed some bugs.
    • - Still no GMAX support.
  • - NeoDex Renderer:
    • - Skylights no longer needed.
    • - Improved speed.
 
Last edited:
Level 20
Joined
Jul 1, 2012
Messages
202
Uhm.. i havent updated the latest yet still i think it doesnt matter, i got a problem about skinning, in 3ds max everything works fine (because i tweaked the weight table):

attachment.php

attachment.php

attachment.php


Its kinda messed up somehow :/ i guess its because of the weight table but cant figure it out.

Maybe i'll try to update the latest (im using the previous version) and try again :D
 

Attachments

  • Bones.PNG
    Bones.PNG
    26.5 KB · Views: 411
  • Mesh.PNG
    Mesh.PNG
    27.6 KB · Views: 332
  • Mdlvis.PNG
    Mdlvis.PNG
    23.6 KB · Views: 387
Uhm.. i havent updated the latest yet still i think it doesnt matter, i got a problem about skinning, in 3ds max everything works fine (because i tweaked the weight table):

attachment.php

attachment.php

attachment.php


Its kinda messed up somehow :/ i guess its because of the weight table but cant figure it out.

Maybe i'll try to update the latest (im using the previous version) and try again :D

did you remove zero weights?

In either case, you can also try using AT skinning.
 
Uhm.. i did remove all the zero weights, in the other hand, i just noticed that neodex warned me about that mesh had unbalanced weights, looks like this is the real problem. I guess i must use AT Skinning in this case.

yeah that's the thing. You can also use the skin tools to transform AT skinned into 3ds max skinning if you feel the urge.
 
  • Like
Reactions: Rui
I see, never tried AT Skinning before, maybe its time for me to try it out. ;D

About that unbalanced weight, do you plan to fix it if it's a bug? I still think its easier (for me) to skin the meshes in the normal way.

It's no bug, it is a limitation. Wc3 does not support unbalanced weights, so you must balanced them yourself through the weight table. In my animation tutorial I show how to do both types of skinning.

AT skinning can be a lot easier and faster if your model is low poly (less than lets say 3k polies). I suggest you try it, then use the skinning tools, to generate the normal skinned mesh.
 
how to install this? and does this work with 3ds max 2015?

in the README file, it says so:
Installation:
1st Close 3dsmax/gmax (if it's already running)
2nd Extract all the folders in your 3dsmax/gmax installation folder.
3rd Run 3dsmax/Gmax.
4th Go to Utility panel and hit Maxscript -> Run Script (or from top menu)
5th Select NeoDexInstaller and run it.
6th You should now have a new menu popping up called NeoDex. (Top right)

It should work, since 2.55 worked on it.
 
Okey, made a little version to improve some things.

Version 2.61:

  • - NeoDex Exporter:
    • - The exporter will now merge Meshes with the same visbility animations.
  • - NeoDex Importer:
    • - Added BETA GMAX support.
    • - Imported Meshes are now simplified for 3dsmax. These destroys original smoothgroups, though, but allows you to fully reunwrap a model easierly and reduces vertex count on export.
    • - Custom settings are now supported. You can now import your model the way and with the things you want. Merge into scene feuture is still not implemented.
Some important key notes:
  • - These version simplifies meshes on import, thus allowing you to fully reunwrap a model in 3dsmax, just like if you had made the mesh within max. Using powerful unwrapping tools like Pelt will allow you to make new unwraps without overlaping.
  • If you remake a unwrap in 3dsmax and you want to keep the original texture projected into the model. Just set the new unwrap modifier to a different map channel and use Texture render feuture in 3dsmax to project map channel 1 into map channel 2. Use wc3 settings of render with unshaded or just produce the diffuse component instead of a full map.
 
IMPORTANT: 2.61's has a little issue. If you optimize the models through the importer. The model will be bugged at export.

The issue has to do with the exporter not being able to export meshes with vertices using the same unwrap vertex.

To fix the issue go to 3ds max's directory/Scripts/NeoDexModule/NeoDexOptimizer.ms

look for this piece of code at the bottom.

Code:
fn optimizeImportModel model =
(
	optimizeGeosets model 
)

change that function for:
Code:
fn optimizeImportModel model =
(
	--optimizeGeosets model 
)

Now save and run the Neodex Installer.
 
Level 3
Joined
Sep 20, 2006
Messages
50
I would like to note that you need to install NeoDex 2.6 then 2.6.1 - I installed 2.6.1 first and the installation failed.

Not to be picky, but as a first time user, the Installation guide is out of date, It suggests going under Utilities, however MAXScript is now in it's own tab.

Great work by the way!
 
Level 3
Joined
Sep 20, 2006
Messages
50
Can anyone provide me with some insight as to why i am having issues importing and exporting a model, it seems to be effecting the whole set of Black_Stans Samurai Warrior models.

Using Gmax, I can import, export and crab the model via yabb however when it comes to using the wc3 mdl converter i get issues with the triangle faces ( AS far as i can tell by the lines it gives me as the error)

I have tried a doodad and that was fine, perhaps it's the model that's at fault but i would love to know how to fix it.

Model i am trying to convert from mdl to mdx after Gmax import\export: http://www.hiveworkshop.com/forums/models-530/spearman-254957/

Rundown of what i did to analysis\replicate:

Tool: Gmax

Import errors: None
Export Errors: None
Export Warnings:

// Material
///////////////////////////////////////////////////////////////////////////////////
// The next objects have non Warcraft 3 materials or
// Composites that have non Warcraft 3 materials.
///////////////////////////////////////////////////////////////////////////////////
// Object02
// Object04
// Object05

Tool: Yabb

No issues

Tool: Warcraft III MDL Converter

Error: Line 1545: Expected a closing }.

Line in question:
{ 0, 1, 2, 3, 4, 2, 2, 4, 5, 6, 7, 5, 5, 7, 8, 7, 9, 8, 2, 5, 8, 1, 10, 7, 1, 7, 4, 7, 11, 9, 10, 11, 7, 10, 12, 11, 2, 12, 0, 11, 12, 2, 13, 14, 15, 15, 14, 16, 13, 17, 14, 18, 17, 13, 19, 15, 16, 15, 19, 20, 17, 20, 19, 20, 17, 18, 21, 22, 23, 21, 24, 22, 25, 24, 21, 25, 26, 24, 27, 26, 25, 28, 26, 27, 27, 29, 28, 28, 24, 26, 28, 29, 24, 24, 29, 30, 24, 30, 22, 22, 27, 23, 27, 31, 23, 31, 27, 32, 33, 34, 35, 33, 35, 36, 35, 34, 37, 33, 36, 38, 33, 38, 39, 38, 40, 39, 41, 42, 43, 42, 44, 43, 43, 44, 45, 46, 45, 44, 47, 46, 44, 48, 46, 47, 49, 44, 42, 30, 49, 42, 49, 50, 44, 50, 51, 44, 51, 47, 44, 9, 47, 51, 9, 51, 8, 51, 52, 8, 30, 29, 49, 49, 29, 52, 53, 54, 55, 56, 55, 54, 55, 56, 57, 58, 57, 56, 57, 58, 59, 60, 61, 59, 54, 53, 61, 61, 53, 59, 62, 63, 64, 65, 64, 63, 63, 66, 65, 65, 66, 67, 67, 66, 68, 69, 67, 68, 64, 69, 62, 70, 71, 72, 71, 73, 72, 73, 74, 72, 73, 75, 74, 75, 76, 74, 70, 72, 77, 70, 77, 76, 75, 70, 76, 78, 79, 80, 80, 81, 78, 82, 83, 84, 82, 84, 85, 86, 82, 85, 86, 85, 87, 86, 87, 88, 89, 86, 88, 83, 89, 88, 83, 88, 84, 90, 91, 92, 92, 93, 90, 94, 95, 96, 97, 96, 95, 95, 98, 97, 96, 99, 94, 97, 98, 100, 101, 97, 100, 101, 100, 94, 99, 101, 94, 102, 103, 62, 53, 102, 104, 55, 102, 53, 102, 55, 103, 57, 103, 55, 57, 105, 103, 59, 105, 57, 53, 105, 59, 105, 53, 104, 106, 107, 103, 107, 108, 103, 109, 103, 108, 109, 108, 110, 111, 109, 110, 102, 111, 110, 105, 112, 106, 103, 105, 106, 113, 112, 105, 102, 112, 113, 112, 102, 114, 114, 102, 110, 68, 115, 102, 109, 115, 68, 68, 66, 109, 66, 63, 109, 68, 62, 69, 62, 116, 117, 63, 62, 103, 63, 103, 109, 50, 52, 51, 50, 118, 52, 119, 120, 74, 72, 74, 120, 121, 119, 76, 74, 76, 119, 120, 122, 72, 77, 72, 122, 122, 121, 77, 76, 77, 121, 123, 124, 82, 83, 82, 124, 125, 123, 86, 82, 86, 123, 126, 125, 89, 86, 89, 125, 124, 126, 83, 89, 83, 126, 127, 128, 129, 127, 130, 131, 132, 127, 131, 132, 128, 127, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 133, 134, 135, 135, 136, 133, 134, 137, 138, 138, 135, 134, 137, 139, 140, 140, 138, 137, 139, 141, 142, 142, 140, 139, 141, 143, 144, 144, 142, 141, 143, 145, 146, 146, 144, 143, 145, 147, 148, 148, 146, 145, 147, 133, 136, 136, 148, 147, 136, 135, 149, 150, 149, 135, 135, 138, 150, 151, 150, 138, 138, 140, 151, 152, 151, 140, 140, 142, 152, 153, 152, 142, 142, 144, 153, 154, 153, 144, 144, 146, 154, 155, 154, 146, 148, 136, 156, 149, 156, 136, 146, 148, 155, 156, 155, 148, 149, 150, 157, 158, 157, 150, 150, 151, 158, 159, 158, 151, 151, 152, 159, 160, 159, 152, 152, 153, 160, 161, 160, 153, 153, 154, 161, 162, 161, 154, 154, 155, 162, 163, 162, 155, 156, 149, 164, 157, 164, 149, 155, 156, 163, 164, 163, 156, 165, 166, 167, 167, 168, 169, 169, 170, 171, 167, 169, 171, 165, 167, 171, 172, 165, 171, 173, 174, 175, 175, 176, 177, 177, 178, 179, 175, 177, 179, 173, 175, 179, 180, 173, 179, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 181, 182, 183, 184, 181, 183, 183, 185, 184, 184, 185, 186, 186, 185, 187, 188, 186, 187, 188, 187, 189, 190, 188, 189, 190, 189, 191, 190, 191, 192, 191, 193, 192, 192, 193, 194, 194, 193, 195, 195, 196, 197, 193, 196, 195, 193, 198, 196, 191, 198, 193, 191, 199, 198, 189, 199, 191, 189, 200, 199, 189, 187, 200, 187, 201, 200, 185, 201, 187, 196, 202, 197, 203, 202, 196, 198, 203, 196, 203, 204, 205, 203, 198, 204, 198, 199, 204, 199, 200, 201, 199, 201, 204, 204, 201, 206, 205, 204, 206, 205, 206, 207, 185, 206, 201, 183, 206, 185, 183, 207, 206, 183,

I have attached the Spearman.mdl if you need to look but i am at a loss. All i am doing is taking the mdx, importing it into gmax and then exporting it.
 

Attachments

  • Spearman.mdl
    168.8 KB · Views: 91
Can anyone provide me with some insight as to why i am having issues importing and exporting a model, it seems to be effecting the whole set of Black_Stans Samurai Warrior models.

Using Gmax, I can import, export and crab the model via yabb however when it comes to using the wc3 mdl converter i get issues with the triangle faces ( AS far as i can tell by the lines it gives me as the error)

I have tried a doodad and that was fine, perhaps it's the model that's at fault but i would love to know how to fix it.

Model i am trying to convert from mdl to mdx after Gmax import\export: http://www.hiveworkshop.com/forums/models-530/spearman-254957/

Rundown of what i did to analysis\replicate:

Tool: Gmax

Import errors: None
Export Errors: None
Export Warnings:

// Material
///////////////////////////////////////////////////////////////////////////////////
// The next objects have non Warcraft 3 materials or
// Composites that have non Warcraft 3 materials.
///////////////////////////////////////////////////////////////////////////////////
// Object02
// Object04
// Object05

Tool: Yabb

No issues

Tool: Warcraft III MDL Converter

Error: Line 1545: Expected a closing }.

Line in question:


I have attached the Spearman.mdl if you need to look but i am at a loss. All i am doing is taking the mdx, importing it into gmax and then exporting it.

hmn I see, it's one of those special cases of gmax. When that error appears got to the last triangle remove a , and add "}," it should convert afterwards.

I'm sorry but I barely test the gmax version.
 
Level 3
Joined
Sep 20, 2006
Messages
50
Thanks for your comments, i found out what was wrong, it appears two instances of the Triangles split the triangle numbers onto two lines which was causing this issue. When i removed the spacing and put both instances onto the same line, it compiled correctly.

Faces 1 1206 {
Triangles {
//Line 1545 { 0, 1, 2, 0, 2, 3, 4, 0, 3, 5, 3, 6, 7, 6, 3, 7, 3, 2, 8, 9, 10, 10, 11, 12, 12, 13, 14, 10, 12, 14, 8, 10, 14, 15, 8, 14, 14, 13, 16, 16, 17, 14, 13, 12, 18, 18, 16, 19, 12, 20, 21, 21, 18, 12, 20, 10, 22, 22, 21, 20, 10, 9, 23, 23, 22, 10, 9, 8, 24, 24, 23, 9, 8, 15, 25, 25, 24, 8, 15, 14, 17, 17, 25, 15, 17, 16, 18, 18, 21, 22, 22, 23, 24, 18, 26, 24, 17, 18, 24, 25, 17, 24, 27, 4, 6, 27, 6, 28, 1, 27, 28, 1, 28, 2, 7, 2, 28, 7, 28, 6, 29, 30, 31, 31, 32, 33, 33, 34, 35, 31, 33, 35, 29, 31, 35, 36, 29, 35, 35, 34, 37, 37, 38, 35, 34, 33, 39, 39, 37, 34, 33, 32, 40, 40, 39, 33, 32, 31, 41, 41, 40, 32, 31, 30, 42, 42, 41, 31, 30, 29, 43, 43, 42, 30, 29, 36, 44, 44, 43, 29, 36, 35, 38, 38, 44, 36, 38, 37, 39, 39, 45, 41, 41, 42, 43, 39, 41, 43, 38, 39, 43, 44, 38, 43, 46, 47, 48, 47, 46, 49, 47, 49, 50, 48, 51, 46, 52, 51, 48, 50, 49, 53, 50, 53, 52, 52, 53, 51, 54, 55, 56, 57, 54, 56, 56, 58, 57, 59, 57, 58, 58, 60, 59, 59, 60, 61, 55, 59, 61, 55, 61, 56, 62, 63, 64, 63, 65, 64, 66, 65, 63, 65, 66, 67, 66, 68, 67, 62, 68, 66, 66, 63, 62, 64, 68, 62, 68, 64, 69, 64, 65, 69, 70, 71, 72, 72, 71, 73, 74, 72, 73, 73, 75, 74, 74, 75, 76, 70, 74, 76, 74, 70, 72, 71, 70, 76, 76, 77, 71, 71, 77, 73, 78, 79, 80, 81, 79, 78, 79, 81, 82, 83, 82, 81, 82, 83, 84, 83, 85, 84, 80, 79, 85, 80, 85, 83, 86, 87, 88, 89, 86, 88, 90, 91, 87, 86, 90, 87, 89, 88, 92, 92, 93, 89, 93, 92, 91, 90, 93, 91, 94, 95, 96, 97, 98, 99, 100, 97, 101, 101, 97, 102, 103, 96, 104, 94, 96, 103, 105, 94, 103, 105, 101, 106, 105, 107, 101, 107, 100, 101, 100, 107, 98, 97, 100, 98, 107, 105, 108, 105, 103, 108, 103, 104, 108, 109, 107, 108, 107, 109, 98, 98, 109, 110, 110, 109, 111, 109, 108, 111, 111, 108, 112, 112, 108, 113, 114, 111, 112, 110, 111, 114, 108, 104, 113, 115, 110, 114, 115, 116, 117, 118, 117, 116, 116, 95, 119, 119, 118, 116, 95, 120, 96, 116, 120, 95, 121, 120, 116, 122, 121, 116, 122, 116, 115, 122, 115, 114, 123, 124, 125, 123, 126, 124, 126, 127, 124, 128, 129, 130, 128, 131, 129, 131, 125, 129, 131, 123, 125, 125, 132, 133, 125, 124, 132, 124, 134, 132, 124, 127, 134, 130, 135, 136, 130, 129, 135, 129, 133, 135, 129, 125, 133, 133, 137, 138, 133, 132, 137, 132, 139, 137, 132, 134, 139, 136, 140, 141, 136, 135, 140, 135, 138, 140, 135, 133, 138, 142, 143, 144, 142, 145, 143, 145, 146, 143, 147, 148, 149, 147, 150, 148, 150, 144, 148, 150, 142, 144, 144, 151, 152, 144, 143, 151, 143, 153, 151, 143, 146, 153, 149, 154, 155, 149, 148, 154, 148, 152, 154, 148, 144, 152, 152, 156, 157, 152, 151, 156, 151, 158, 156, 151, 153, 158, 155, 159, 160, 155, 154, 159, 154, 157, 159, 154, 152, 157, 161, 162, 163, 164, 163, 162, 165, 161, 166, 161, 165, 162, 167, 168, 169, 170, 169, 168, 169, 170, 171, 170, 172, 171, 169, 173, 167, 173, 169, 174, 171, 174, 169, 175, 171, 172, 176, 175, 172, 168, 177, 170, 178, 170, 177, 170, 178, 172, 179, 172, 178, 172, 179, 176, 180, 181, 182, 183, 182, 181, 182, 183, 184, 183, 185, 184, 182, 186, 180, 186, 182, 187, 184, 187, 182, 188, 184, 185, 189, 188, 185, 181, 190, 183, 191, 183, 190, 183, 191, 185, 192, 185, 191, 185, 192, 189, 193, 194, 195, 196, 195, 194, 195, 196, 197, 196, 198, 197, 195, 199, 193, 199, 195, 200, 197, 200, 195, 201, 197, 198, 202, 201, 198, 194, 203, 196, 204, 196, 203, 196, 204, 198, 205, 198, 204, 198, 205, 202, 206, 207, 208, 209, 208, 207, 208, 209, 210, 209, 211, 210, 208, 212, 206, 212, 208, 213, 210, 213, 208, 214, 215, 211, 216, 214, 211, 207, 217, 209, 218, 209, 217, 209, 218, 211, 219, 211, 218, //Line 1546
211, 219, 216, 220, 221, 222, 223, 222, 221, 222, 223, 224, 223, 225, 224, 222, 226, 220, 226, 222, 227, 224, 227, 222, 228, 224, 225, 229, 228, 225, 221, 230, 223, 231, 223, 230, 223, 231, 225, 232, 225, 231, 225, 232, 229, 233, 234, 235, 236, 235, 234, 235, 236, 237, 236, 238, 237, 235, 239, 233, 239, 235, 240, 237, 240, 235, 241, 237, 238, 242, 241, 238, 234, 243, 236, 244, 236, 243, 236, 244, 238, 245, 238, 244, 238, 245, 242, 246, 247, 248, 249, 248, 247, 248, 249, 250, 249, 251, 250, 248, 252, 246, 252, 248, 253, 250, 253, 248, 254, 250, 251, 255, 254, 251, 247, 256, 249, 257, 249, 256, 249, 257, 251, 258, 251, 257, 251, 258, 255, 259, 260, 261, 262, 261, 260, 261, 262, 263, 262, 264, 263, 261, 265, 259, 265, 261, 266, 263, 266, 261, 267, 263, 264, 268, 267, 264, 260, 269, 262, 270, 262, 269, 262, 270, 264, 271, 264, 270, 264, 271, 268, 161, 272, 163, 273, 163, 272, 274, 161, 166, 161, 274, 272, 275, 276, 277, 278, 277, 276, 279, 275, 280, 275, 279, 276, 275, 281, 277, 282, 277, 281, 283, 275, 280, 275, 283, 281, 284, 285, 286, 287, 286, 285, 288, 284, 289, 284, 288, 285, 284, 290, 286, 291, 286, 290, 292, 284, 289, 284, 292, 290, 293, 294, 295, 296, 295, 294, 297, 293, 298, 293, 297, 294, 293, 299, 295, 300, 295, 299, 301, 293, 298, 293, 301, 299, 302, 303, 304, 305, 304, 303, 306, 302, 307, 302, 306, 303, 302, 308, 304, 309, 304, 308, 310, 302, 307, 302, 310, 308, 311, 312, 313, 314, 313, 312, 315, 311, 316, 311, 315, 312, 311, 317, 313, 318, 313, 317, 319, 311, 316, 311, 319, 317, 320, 321, 322, 323, 322, 321, 324, 320, 325, 320, 324, 321, 320, 326, 322, 327, 322, 326, 328, 320, 325, 320, 328, 326, 329, 330, 331, 332, 331, 330, 333, 329, 334, 329, 333, 330, 329, 335, 331, 336, 331, 335, 337, 329, 334, 329, 337, 335, 338, 339, 340, 341, 340, 339, 342, 338, 343, 338, 342, 339, 338, 344, 340, 345, 340, 344, 346, 338, 343, 338, 346, 344, 347, 348, 349, 350, 349, 348, 351, 347, 352, 347, 351, 348, 347, 353, 349, 354, 349, 353, 355, 347, 352, 347, 355, 353, 356, 357, 358, 359, 357, 360, 360, 357, 361, 361, 357, 362, 362, 357, 363, 363, 357, 356, 364, 357, 359, 358, 357, 364 },
}
}
 
The material data seems to get messed up upon importation sadly, so for example the warcraft 3 gutz texture that's assigned gets now becomes the armor texture.

You are using gmax, right?

First about that first bug. It's unfixable. Discreet made gmax exporting hard to avoid 3rd party undesireable exporters for it, so there's a line a character limit. Just fix it by hand once you get it

Second bug is hard to tell, I have a new NeoDex version on the shelve which improves gmax a lot but I still need to fix an important bug and I want to add Sc2 Art Tools compatibility plus the WoW Model Importer. Let me see if I can post a semi fix.
 
Level 3
Joined
Sep 20, 2006
Messages
50
You are using gmax, right?

First about that first bug. It's unfixable. Discreet made gmax exporting hard to avoid 3rd party undesireable exporters for it, so there's a line a character limit. Just fix it by hand once you get it

Second bug is hard to tell, I have a new NeoDex version on the shelve which improves gmax a lot but I still need to fix an important bug and I want to add Sc2 Art Tools compatibility plus the WoW Model Importer. Let me see if I can post a semi fix.

Yes i am, if you want to try importing it into gmax, then the model i was using is: http://www.hiveworkshop.com/forums/models-530/spearman-254957/
 
Level 4
Joined
Mar 13, 2012
Messages
68
thank god i can Reply!

3ds max2010
install error!

-- Error occurred during fileIn in <File:C:\Program Files\Autodesk\3ds Max 2010\scripts\NeoDexTools\NeoDexAnimationTools.ms>
-- Error occurred in m loop; filename: C:\Program Files\Autodesk\3ds Max 2010\scripts\NeoDexTools\NeoDexAnimationTools.ms; position: 4490; line: 149

-- Frame:
-- m: "C:\Program Files\Autodesk\3ds Max 2010\scripts\NeoDexTools\NeoDexAnimationTools.ms"
-- called in InstallNeoDex(); filename: C:\Program Files\Autodesk\3ds Max 2010\Scripts\NeoDexInstaller.ms; position: 865; line: 31
 
UPDATE!

Version 2.65:

Version 2.65:

  • - General:
    • - Multi layered Materials are now supported for GMAX.
    • - Lots of GMAX bug fixes.
  • - NeoDex Exporter:
    • - Fixed a problem on GMAX which made the model need edits to be convertable.
  • - NeoDex Importer:
    • - Improved GMAX support further.
    • - GMAX version will now import, non-standard models
    • - Bones and helpers now use MaxBones instead of points.
    • - Fixed Geoset Optimizer.
    • - The Geoset Optimizer now works way faster for high poly models.
    • - Added a bone & helpers optimizer which ignores meaningless bones.
    • - Fixed up some bugs with particle emitters and materials without paths.
    • - Perspective view will now be reset to fit the model size.
  • - NeoDex Blizz Particle Emitter 2:
    • - Added a little small area which will keep the emitter visible even if it has 0 width and length.
 
Level 15
Joined
Dec 21, 2013
Messages
910
I really want to make animation but when I try to export it it say that the model use non warcraft material so I can't export it.

Also many models that I import is messed up. The skinning is destroyed. I just want to edit the animation. :(
 
I really want to make animation but when I try to export it it say that the model use non warcraft material so I can't export it.

Also many models that I import is messed up. The skinning is destroyed. I just want to edit the animation. :(

1st, well it should export, thoseare warnnings it means the model was exported but you didn't use Wc3 Materials but Standard/Mental Ray max materials instead.

2nd That's weird. Are you sure you installed everything correctly? Also by skinning are you refering to texturing or to how the mesh links to bones? If it's texturing then just place the model's textures in the same folder as the model, converted to .tga (the importer only accepts .tga). If it's mesh-bone linking skinning, then it's probably some installation error. I have tested many models, never had issues with that.

Also do you use 3ds max or gmax? In case of 3ds max, which version are you using?
 
Level 15
Joined
Dec 21, 2013
Messages
910
3dsmax 2013, and it's mesh skinning. Maybe I will try reinstall neodex. Will report back after reinstall. I thought this is neodex problem because I already have this problem since older version.
 
3dsmax 2013, and it's mesh skinning. Maybe I will try reinstall neodex. Will report back after reinstall. I thought this is neodex problem because I already have this problem since older version.

hmn weird. Try importing the footman and if it bugs, show me how it´s bugging (screenshots are always nice).
 
hmn, so they added that feuture in that version it seems. Open Octree.ms and Graph.ms and remove that line before installing.

The line is in Octree.ms twice, and in Graph.ms once. I did the editing and the download works fine, the working scripts are attached to this post if you want to replace with the current scripts so that you don't have to look for the code yourself.

Thanks in advance and thanks for such an amazing tool.
 

Attachments

  • Graph.ms
    2.6 KB · Views: 96
  • Octree.ms
    7.1 KB · Views: 96
The line is in Octree.ms twice, and in Graph.ms once. I did the editing and the download works fine, the working scripts are attached to this post if you want to replace with the current scripts so that you don't have to look for the code yourself.

Thanks in advance and thanks for such an amazing tool.

I'll add a note for these: Only for max 2014 and up. Old version need to keep the unedited files.

@Idaero Ace

Extremely weird. I ask myself if the envolopes have something to do. Let's try out this things:

1st Import the model and select the biggest mesh, go to the skin modifier and show me the Weight Table.

2nd Try Import -> save Scene -> reload 3dsmax -> open scene -> export.

This will help me get near to the problem.

EDIT: added the M2 importer for Wow models. Perfect for people who want to produce WoW machina with Wc3's world editor. It supports neodex and Sc2 art tools.
 
Last edited:
Level 15
Joined
Dec 21, 2013
Messages
910
I dont know what the hell are you talking about.. WTF is weight table?!


LOL, just kidding. Here is the table screeny, also you might be want this additional file. I have tried import save reload but nothing changed.

I just got 3dsMax 9, also I will try reinstall my 3dsMax. Because if I remember, a couple months ago the importer works perfectly for original Warcraft model.
 

Attachments

  • weighttable.jpg
    weighttable.jpg
    249.8 KB · Views: 341
  • mine.max
    508 KB · Views: 215
Last edited:
the weight table appears to be fine. I think you either may be having problems with the envelopes or there's something weird with the x64 versions. In my tutorial of basic animation, i show how to desactivate envelopes, try that out. If it works, tell me, i can add code in the script to make sure they are disabled.

Sadly I can't check the scene because it's saved in a version newer than max 2011.
 
--Runtime error: array index must be positive number, got: 0

Welcome to MAXScript.

*** -- Runtime error: array index must be positive number, got: 0 ***
-- Error occurred in gatherSmoothGroupData(); filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 24591; line: 1119
-- Frame:
-- baseFaces: #()
-- numverts: 11
-- obj: $Line001
-- faces: #()
-- vertexMapper: #(undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined)
-- faceNormals: #()
-- currentVert: 0
-- normals: #(undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined)
-- func2: undefined
-- FUNc: undefined
-- called in LoadGeoset(); filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 101310; line: 3927
-- Frame:
-- matrixindices: #()
-- NumBones: 1
-- funcBoneId: skinOps.GetVertexWeightBoneID()
-- s: undefined
-- funcNodename: getNodeByName()
-- preCalculatedNormals: undefined
-- numverts: undefined
-- canSimplifyUnwrapCalculation: undefined
-- obj: $Line001
-- tex: false
-- replaceBone: (FakeObject name:"Default Bone" pos:[0,0,0] parent:undefined ref:undefined)
-- tmpIndices: #(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
-- funcGetWeight: skinOps.GetVertexWeight()
-- matrices: #(#(3))
-- loadName: "Loading Line001: "
-- generateFakeBone: generateFakeBone()
-- faces: undefined
-- facegroupMapper: undefined
-- tmp: undefined
-- geoset: (Wc3Geoset mesh:$Line001 vertices:#() normals:#() tvertices:#() matrixindices:#() faces:#() matrices:#() material:undefined id:3 geosetAnimId:undefined mainExtents:undefined extents:#() numUVWmaps:1 unselectable:false visObj:undefined ex:undefined)
-- tmpBones: #((FakeObject name:"Default Bone" pos:[0,0,0] parent:undefined ref:undefined))
-- count: undefined
-- funcBoneName: skinOps.GetBoneName()
-- checkWeights: checkWeights()
-- weightsUnbalanced: undefined
-- funcVertexCount: skinOps.GetVertexWeightCount()
-- map: undefined
-- mapper: undefined
-- vertexIndices: undefined
-- normals: #()
-- validSkin: false
-- hasUnwrap: undefined
-- getVisObject: getVisObject()
-- verts: #()
-- tverts: #()
-- called in obj loop; filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 112902; line: 4316
-- Frame:
-- obj: $Line001
-- called in LoadObjects(); filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 112979; line: 4324
-- Frame:
-- isMdlBone: undefined
-- h: undefined
-- PROGRESS: 0.0
-- FaultyBones: undefined
-- tmp: undefined
-- isMdlHelper: undefined
-- progressAdder: 2.32558
-- helpersArray: undefined
-- FUNc: undefined
-- called in ParseScene(); filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 134609; line: 5057
-- Frame:
-- ATThresshold: 0.1
-- mergeGeosets: true
-- faceGroups: true
-- tmp: tmp()
-- extentsPrecision: 6
-- ATFixNormals: true
-- model: undefined
-- extentsCalculation: 2
-- called in ExpMDL.pressed(); filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 192693; line: 7047
-- Frame:
-- outfile_name: "C:\Majed\3D models\mdxs\Shaman Hero\Shamanhero.mdx"
-- sel: #($Object004, $gutz00, $Bone_Root, $Bone_Leg1_L, $Bone_Leg2_L, $Bone_Foot_L, $Foot Left Ref , $Bone_Leg1_R, $Bone_Leg2_R, $Bone_Foot_R, $Foot Right Ref , $Bone_Chest, $Bone_Arm1_R, $Bone_Arm2_R, $Bone_Hand_R, $Hand Right Ref , $Bone_Arm1_L, $Bone_Arm2_L, $Bone_Hand_L, $Hand Left Ref , ...)
-- usesMdx: true
-- noError: undefined
-- time1: 67140238
-- model: undefined
-- inside: true
-- len: (interval 0f 5500f)
-- sliderTmp: 0f
>> MAXScript Rollout Handler Exception:
-- Runtime error: array index must be positive number, got: 0 <<
*** -- Runtime error: Skin need to be selected and in the modifier panel Skin:Skin ***
-- Error occurred in gatherSmoothGroupData(); filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 24591; line: 1119
-- Frame:
-- baseFaces: #()
-- numverts: 11
-- obj: $Line001
-- faces: #()
-- vertexMapper: #(undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined)
-- faceNormals: #()
-- currentVert: 0
-- normals: #(undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined)
-- func2: undefined
-- FUNc: undefined
-- called in LoadGeoset(); filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 101310; line: 3927
-- Frame:
-- matrixindices: #()
-- NumBones: 1
-- funcBoneId: skinOps.GetVertexWeightBoneID()
-- s: undefined
-- funcNodename: getNodeByName()
-- preCalculatedNormals: undefined
-- numverts: undefined
-- canSimplifyUnwrapCalculation: undefined
-- obj: $Line001
-- tex: false
-- replaceBone: (FakeObject name:"Default Bone" pos:[0,0,0] parent:undefined ref:undefined)
-- tmpIndices: #(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
-- funcGetWeight: skinOps.GetVertexWeight()
-- matrices: #(#(3))
-- loadName: "Loading Line001: "
-- generateFakeBone: generateFakeBone()
-- faces: undefined
-- facegroupMapper: undefined
-- tmp: undefined
-- geoset: (Wc3Geoset mesh:$Line001 vertices:#() normals:#() tvertices:#() matrixindices:#() faces:#() matrices:#() material:undefined id:3 geosetAnimId:undefined mainExtents:undefined extents:#() numUVWmaps:1 unselectable:false visObj:undefined ex:undefined)
-- tmpBones: #((FakeObject name:"Default Bone" pos:[0,0,0] parent:undefined ref:undefined))
-- count: undefined
-- funcBoneName: skinOps.GetBoneName()
-- checkWeights: checkWeights()
-- weightsUnbalanced: undefined
-- funcVertexCount: skinOps.GetVertexWeightCount()
-- map: undefined
-- mapper: undefined
-- vertexIndices: undefined
-- normals: #()
-- validSkin: false
-- hasUnwrap: undefined
-- getVisObject: getVisObject()
-- verts: #()
-- tverts: #()
-- called in obj loop; filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 112902; line: 4316
-- Frame:
-- obj: $Line001
-- called in LoadObjects(); filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 112979; line: 4324
-- Frame:
-- isMdlBone: undefined
-- h: undefined
-- PROGRESS: 0.0
-- FaultyBones: undefined
-- tmp: undefined
-- isMdlHelper: undefined
-- progressAdder: 2.32558
-- helpersArray: undefined
-- FUNc: undefined
-- called in ParseScene(); filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 134609; line: 5057
-- Frame:
-- ATThresshold: 0.1
-- mergeGeosets: true
-- faceGroups: true
-- tmp: tmp()
-- extentsPrecision: 6
-- ATFixNormals: true
-- model: undefined
-- extentsCalculation: 2
-- called in ExpMDL.pressed(); filename: C:\Users\Meaux\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Exporter.mcr; position: 192693; line: 7047
-- Frame:
-- outfile_name: "C:\Majed\3D models\mdxs\Shaman Hero\jh.mdx"
-- sel: #($Object004, $gutz00, $Bone_Root, $Bone_Leg1_L, $Bone_Leg2_L, $Bone_Foot_L, $Foot Left Ref , $Bone_Leg1_R, $Bone_Leg2_R, $Bone_Foot_R, $Foot Right Ref , $Bone_Chest, $Bone_Arm1_R, $Bone_Arm2_R, $Bone_Hand_R, $Hand Right Ref , $Bone_Arm1_L, $Bone_Arm2_L, $Bone_Hand_L, $Hand Left Ref , ...)
-- usesMdx: true
-- noError: undefined
-- time1: 67549827
-- model: undefined
-- inside: true
-- len: (interval 0f 100f)
-- sliderTmp: 0f
>> MAXScript Rollout Handler Exception:
-- Runtime error: array index must be positive number, got: 0 <<
Please helps asap its the only thing that's holding me back from finishing and uploading this model.
 
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