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MDL save as MDX it bone change bone attachment both MDL and MDX is same model but result of save file is not same

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If save as MDL result look normal but If save as MDX it attach to other bone automatically ,I leave the MDLfile here

AnimationMDL.gif

THIS ONE IS MDL

AnimationMDX.gif

THIS ONE IS MDX
 

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You did not specify what program you are using to convert between MDX and MDL, and when you use broken stuff like this sometimes different programs work differently because people don't always make 100% functioning converters.

With that being said, the problem you have is more general than that. MDX is a binary compressed format. In this format, when a Vertex is assigned to a VertexGroup to then designate how it will animate, some of your Geosets in the model have over 300 VertexGroups.

However, in the MDX binary compressed format, the VertexGroup designation is an 8 bit number. So, if we wanted to list all the possible combinations for the binary number in the MDX format to represent your VertexGroup designations, we would generally start counting like this:

Code:
00000000
00000001
00000010
00000011
00000100
00000101
00000110
00000111
00001000
00001001
00001011
00001100
00001101
00001110
00001111
00010000

We could keep going, but we can compute in advance that the possible number of VertexGroup designations before we run out of possibilities and get to the number 11111111 is actually 2^8 = 256 possibilities.

But you have over 300 vertex groups in one of your Geosets!

So, in order to store the number 300 in a binary 8-bit value, you would have to change the format to store a bigger number! But you can't change the format, since we can't do that. (Edit: Since you are asking the computer to do something impossible when you ask to save this as MDX format, instead the numbers would do integer rollover and link the Vertices in your geoset to random and incorrect things.)

Instead, you have to change your model so that it only has up to 256 possible values for the "VertexGroup" field of your geosets.

(Maybe you could split some geosets in half, and break them into smaller pieces where each geoset itself has less than 256 groups, and the problem might go away.)
 
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