Okay I will tell you what to do detaily :
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– You Will Need
GMax (of course)
DEX Exporter
MDLX Converter and/or Yobguls File Converter
WarForger
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1 – Create your model
Obviously to export a model you must have a model to export so make your 3d model of whatever you want however you want. But make sure to put in bones and add a skin modifier to attach it to your model. The only GMax exporter currently is not able to export bones unless you do not name them. so if you do make bones make sure to not name the bones.
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1.3 – DEX Exporter :
Alright, now we’re cooking with gas. Click the hammer icon in the top of the right side menu. Then click the "run script" button.
gmaxeg..jpg
Then find the DEX Exporter wherever you saved it off to. It should bring up a window in the model name section type in you models name if you want and make sure every part of your model is selected then click "print to listener". It should take a second or two. If it doesn’t then you may have to go over the precautions again. also before continuing go to the bottom of the listener and make sure there is a section near the bottom that has a few blocks of code that say something like this :
JASS:
Bone "Bone (number)" {
ObjectId (number),
Parent (number),
GeosetId (number),
GeosetAnimId None,
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1.4 – Copy and Paste :
Ok now that you have it in the listener minimize GMax create a .txt file and open it bring GMax back up minimize the DEX Exporter and click the “Open Listener” button above the “New Script” button. When the window pops up make sure its long and has lots of long sets of lines of seemingly random numbers. If it does not have these things then you have done something wrong then you will have to go over the precautions again. Now start highlighting, don’t be impatient take your time as there is a glitch that makes you only be able to select roughly less than seventy lines of code and if you mess up here you have to start the copy and paste over again, so be careful. ( U can use CTRL + A to select all )
############################"
1.5 – Setting the Texture
Ok if you have again thought you know what to do and went ahead you have probably messed up. First lets get rid of some extra lines of useless code at the top there is a block of code that looks like this
JASS:
"'DeX Version: 0.185m
"
"'DeX Version: 0.185m"
// 'DeX Version: 0.185m
Remove this line (bottom of script) :
Remove them both. Now to adding the texture. First what you want to do is think of where your texture will be relative to the model. For example if the model is in a folder called “Models” and the texture is in a folder in the “Models” folder called “Textures” than you should right “Textures/MySkin.blp” so now that we understand that lets move on. There should be a block a code near the top that looks like this.
JASS:
Textures 1 {
Bitmap {
Image " ",
ReplaceableId 1,
}
}
What you want to do is turn it into something like this , just add the texture name between the two " " ( Be aware , here the texture should be in the same folder of model after exporting )
JASS:
Textures 1 {
Bitmap {
Image "MySkin.blp",
ReplaceableId 1,
}
}
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Now you have applied the texture to the model and it should all work except one little detail. This is still a .txt file so save this file off as a .txt file with the name of your model as is name. now click save as again this time use the same name but instead of having it end with .txt change that to .mdl and in the “save as type” box below the name change that to “All Files”.
#################"
You're 99 % done , the import step is :
How to convert :
1-Import the mdl file to Magos WC3 ModelEditor , directly save as an mdx
OR
2- Use Yobguls File Converter or MDX Converter as an alternative
Now you can read my first post of this thread if the modelhas wrong texture .
Source (Read more here):
http://www.hiveworkshop.com/forums/3d-modeling-tutorials-282/gmax-exporting-tutorial-95857/