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NeoDex 2.65 MDLX Toolkit for Gmax / 3ds Max

Submitted by BlinkBoy
This bundle is marked as approved. It works and satisfies the submission rules.
This tool originates from here

Credits

NeoDex 2

- plugins scripted by BlinkBoy
- NeoDex 2 toolset fully rescripted by BlinkBoy.


Special thanks to

-Republicola, CitizenSnips and Jul created Dexporter 1.85m
-Igni - Added Biped Support and fixed some bugs from version .78b
-Beta Testers: Adiktuz, BallisticTerrain, Manoo, skrab, Talavaj



NeoDex is a toolset for 3ds max and gmax. The main idea of NeoDex is to provide an easy to use set of powerfull tools for modeling in gmax or 3ds max. For more information look at:
http://www.hiveworkshop.com/forums/...3-modeling-kit-3dsmax-gmax-115767/#post996865

Link to GMAX: http://www.turbosquid.com/gmax
link to 3DS Max: http://www.autodesk.com/products/autodesk-3ds-max/overview

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)


to GMAX Users: go to the main thread for IMORTANT information.

For MAC Users:
You can use NeoDex in Mac, but only on 3ds max, autodesk's homepage has instructions for running 3ds max on mac.

Note for GMAX:
Ever since 2.5 there's a weird bug happening (nothing to worry).
The first time you run the installer it will throw an error.
Just restart GMAX and run it again, if you did everything correctly, it should work now.

Installing Extra Plugins:
Since NeoDex 2.5. NeoDex supports user made plugins to be added to it.
Just copy the user plugin to Scripts\NeoDexExtraTools and run the NeoDex Installer.

Changelog:


Version 2.65:

  • - General:
    • - Multi layered Materials are now supported for GMAX.
    • - Lots of GMAX bug fixes.
  • - NeoDex Exporter:
    • - The exporter will now merge Meshes with the same visbility animations.
    • - 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.
    • - 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.
  • - NeoDex Blizz Particle Emitter 2:
    • - Added a little small area which will keep the emitter visible even if it has 0 width and length.

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.


Version 2.5:

  • - Completely reorganized NeoDex's installation to be less buggy (You must unistall old ver first, read the readme for further explainations).
  • - Added support for SplineIK.
  • - Fixed some bugs and crashes which shouldn't happen.
  • - The warnning log should now inform you off: No Sequences and Bad Skinning.
  • - Added 3 New Tools: Mesh Tools, Skinning Tools, Scene Manager.
  • - Mesh Tools:
    • - Basic tool for recalculating normals.
  • - Skinning Tools:
    • - A great Tool for converting AT Skins into Normal Skins. No more animating on blocky models!
    • - Important note, the skinning tools aren't finished so they can fail if u got AT Skinned objects without Parents.
    • - Another Important note. It merges meshes only by material, visbility animations are ignored.
  • - Scene Manager:
    • - Basic tool for changing shown team color.
    • - Expected to do more in the future.
    • - First Plugin Tool.
  • - You can now create your own tools for extending NeoDex. Simply add them to NeoDexExtraTools in Scripts folder. If you know some programming it will be handy later on. I'll try to make tutorial explaining how to make your own tools.
  • - Added a NeoDex Compatible Version of The Prophet's BlizzImporter, the link of the neodex version is in this thread.
  • BlizzImporter:
    • - Created by The Prophet.
    • - It imports only game models and models exported through art tools. It won't import Milkshape exported models, some NeoDex Exported models and maybe some model edits.
    • - It does not import visibility animations (you must remake them) It also does not import TvertexAnimations and billboarding is not properly set. The rest works fine.
    • - I won't continue modifying it since i didn't ask for permission to change it. Plus, i prefer to make my own. The script is slow and can crash 3dsmax.
    • - Important Note on using it: save anything important before using it. It likes to crash 3dsmax sometimes, but it works.
    • - Btw, only works on 3dsmax, gmax users will have to wait for mine.
    • - Btw it's not included in NeoDex, it's stand alone. You must place it in the scripts folder within your 3dsmax installation folder


Version 2.4:

  • - Fixed the installation bug everybody was having except for me (dummy me forgot to uncomment a macroscript which needed to be installed, never noticed because I always had it installed :/)
  • - The Exporter now exports IK affected bones and constrained bones (only Orientation and Look At Constraints are supported)
  • - Fixed some problems with BlizzPart2 and gmax
  • - Fixed some bugs with cameras.
  • - Fixed a bug which made NeoDex to throw an error if your model had unwrap animations.
  • - There's some new interface feutures which are not really implemented (Baking on object settings). (hehe sorry, just don't use it yet).
  • - Updated overview guide.
  • - Added .78b to legacy scripts.


Version 2.32:

  • - Fixed some exporting bugs
  • - Fixed some bugs on Wc3 renderer.
  • - Wc3 Renderer will now save the settings if you close it.
  • - Improved Ribbon Emitters a bit more.
  • - You can now make some meshes unselectable for wc3.
  • - Extends calculation have been improved. It will now ignore extends of Death, Decay and Dissipate animations for general model extends.
  • - added an overview guide to help you know NeoDex better.
  • - added new sample for 3ds max: The Human Paladin.


Version 2.31:

  • - Corrected Position and Scale keys exporting if the animated object had a parent.
  • - If you import models with animations from other games, they should properly export now. Same if you use baking tools for FK2IK (different to the FK/IK Snapper)
  • - Corrected some ribbon emitters rendering issues.
  • - Fixed a bug which made NeoDex crash if you had no keys on an EventObject.
  • - Fixed a bug which prevented Collision shapes from being exported.
  • - Added a new 3dsmax sample: Pandaren Brewmaster from Art Tools (shows you can update Art Tools scenes with some work around), sadly it's not optimized for exporting so the generated file is bigger than that of art tool's exported.


Version 2.3:

  • - NeoDex 2 now supports multiple unwraps exporting on a same mesh! [will not be seen with magos, but works perfectly in-game :)]
  • - Smoothgroups are now exported!
  • - Improved the Wc3Material plugin. It will now display teamcolors and teamglows (ofcourse if you place the maps folder correctly when installing).
  • - [3ds max only] Added the basic version of the Wc3 Renderer. It can render Ribbon emitters and fit settings to be more wacraft looking.
  • - Fixed some bugs.
  • - Improved exporting speed even more. (I got a 4k model with biped animations exported in less than 4 seconds)
  • - The progress bar will be more informative now.
  • - Added version specific optimizations.


Version 2.2:

  • -Fixed a TERRIBLE bug which made NeoDex produce wrong extents which corrupt's your model's selection and display.
  • -Fixed a bug which caused the exporter to generate an error if you had an object (light, ribbon, particle emitter, etc) with animated parameters.
  • -Fixed a bug conscerning animated Ribbon Emitter's texture slot.
  • -Fixed a bug with Wc3 Materials causing them to not save tiling on bitmaps.
  • -The Exporter now is able to export to MDX format directly [3ds max only]
    • -Models exported on MDX format may not be openable by some existing editors if you have Particle emitters 1 (Super Spray) or certain animated parameters on objects. (Guesst's convertor version 1.03 and 1.04 work fine)
    • Exporting in MDX format is a LOT faster than on MDL. Use it for heavy models.
    • -There are some secret feutures which can only be exported through MDX format directly to gain. Things like Unknown tags on Wc3 materials will only be exported on MDX.
    • -When exporting to MDX there's a weird minor bug in which you must export your model twice to work perfectly (if you export and change it, no need to do it twice again), I think WE and game ignores this bug but Magos and Guesst's convertors don't work well with it.
  • -Fixed up SuperSpray Particle Emitter exporting. To set the emitted model Path use Object Settings. I suggest using MDX Format. [3ds max only]
  • -Wc3 Materials now have to unknown flags which are exportable only to MDX format. I've added them for people willing to research them. [3ds max only]
  • -Added Total time so you know how much the exporter took to export your scene.
  • -Added two more samples for 3dsmax.
  • -Fixed bad models on old samples.


Version 2.1:

  • -Increased Performance heavily. Exporter should export heavy models faster.
  • -Added progress bar so you know what the exporter is doing and estimate time.
  • -Added new options for exporting: Extents calculation methods, AT skinning configurations, Optimizations.
  • -Warnning Mode will now advice about: bad/none unwraps, unbalanced weights in skin modifier, Start and Ending keys lacking to some bones.
  • -Fixed the VA converter for gmax.
  • -Fixed some bugs concerning export transformation.
  • -Fixed static colors not being exported correctly.
  • -Fixed Lights


Version 2.01:

  • -Rescripted the exporting script by 80%.
  • -Fixed Visibility, Global sequence and many other bugs!
  • -Tvertex Animation Support!
  • -Color animations are now supported!
  • -Biped Support [3dsmax only] (thanks to Igni).
  • -Art Tools Style of Skinning supported!
  • -Gmax build and 3dsmax are the same.
  • -Billboarding support.
  • -Optimization: Similar meshes are now merged into one big mesh.
  • -NeoDex 2 will now do it's best to make your model runable ingame. if you don't add animations, it will create one, if you don't define materials or textures, it will give your model one from the game.
  • -If you link a mesh to a bone, it will be automaticaly skinned to it (if you add AT skinning, it will also connect with near meshes but after export).
  • -You can animate meshes directly, NeoDex 2 will just create a bone for it.
  • -NeoDex 2 supports two modes: Standard Mode and Debug Mode. Standard mode is pretty safe and will not ruin 3dsmax scene drawing if it messes up. Debug mode is used for testing and debugging, use it if you want to report a bug. However it runs pretty slow.
  • -Added Warnning mode to inform you if things which may cause your model not to look great in-game and how to fix them.
  • -Added Objects Settings tool: a tool used for defining node properties. Use it for selecting skinning style.
  • -Added Animation Helper Tool: A beautiful tool which helps you fixing up your animations before exporting. It helps you add start and ending keys, set continuity to 0 for certain keys instead of going bone by bone, fixes little issues that appear on smooth rotations. Has a parent saving tool and a controller assigning tool.
  • -Added some neat samples so you get how some things work.

Version .78b:

  • -Fixed an small bug concerning Bezier Scale.

Version .78:

  • -Added Inheritance support (Hierarchy Panel-> Link Info)
  • -Added Super Spray particle emitter exporting support (3dsmax only).
  • -Addapted NeoDex to 3dsmax/gmax instead of having to run a script everytime.

Version .77:

  • -Fixed TCB Rotation, the script now supports them.
  • -Added the first Bug parsing module for finding smooth rotations higher than 90� (errors are printed at the end, unlike annoying art tool's message boxes)

Version .76:

  • -Fixed the Bezier Controller exporting for position, scale and visibility (parameters later) and it now produces accurate results.
  • -Added support for the Smooth Rotation Controller.
  • -Improved Extents calculation.
  • -Added 2 new Tools: The IK Snapper and the Key Reducer.
  • -Fixed some bugs and issues with VA Converter.

Version .75:

  • -Fixed some problems concerning Translations.
  • -Implemented Parameter Animations.
  • -Added new Vertex Animation converting Tool.

Version .74:

  • -Implemented (almost fully) Particle Emitters 2.
  • -Fixed some bugs.

Version .73b:

  • -Fixed a critical error which caused Dex to fail while exporting Non-Animated Textures.

Version .73:

  • -New Ribbon Emitter Plugin which allows you to export Ribbon Emitters! (find it at Helpers->Warcraft3 Systems)
  • -You can now define the Texture path/suffix at the material plugin.
  • -Animated Textures are now supported, you can define them just like in Art Tools.

Version .70b:

  • -Fixed a bug that caused an error in max 2009 while running.

Version .70:

  • New Material Plugin and support for materials, that works easier than Art Tools' plugin!
  • Global Sequences are now supported!
  • Visibility Animations aqre exported correctly, just like in Art Tools!
  • Model no longer needs 90� Rotation for exporting (front is front, left is left, top is top)
  • Scale animations are now taken into account.
  • Animations are added just like in Art Tools (add a note track to objects and create 2 keys)
  • All Light types are taken into account
  • Event Objects can be created and can have notes for event firing. add the keyword "Obj:" before the name of the object `(can be a point helper) so it be taken into account.
  • Fixed a lot of old version bugs, like wrong geosetids.



Keywords:
3dsmax, gmax, modeling, animation, mdx, mdl
Contents

NeoDex 2.65 MDLX Toolkit for Gmax / 3ds Max (Binary)

Reviews
Moderator
16:11, 5th Aug 2013 PurgeandFire: Approved and highly recommended. :) NeoDex is a wonderful set of tools designed to ease the process of developing models for Warcraft III. It is also probably the only export script that is actively being maintained.
  1. 16:11, 5th Aug 2013
    PurgeandFire: Approved and highly recommended. :) NeoDex is a wonderful set of tools designed to ease the process of developing models for Warcraft III. It is also probably the only export script that is actively being maintained.
     
  2. Systemfre1

    Systemfre1

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    Once I extract it to the 3ds max installation folder and launch 3ds max (2010)
    It just gives me an error.
    Any idea how to fix it?
     
  3. PurgeandFire

    PurgeandFire

    Code Moderator

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  4. BlinkBoy

    BlinkBoy

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    Sorry I normaly pay attention to the main thread.

    Here download that it's a fix for certain versions of 3dsmax, looks like 2.5 cuts compatibility with version 2010, but 2.52 fixes it:

    NeoDex 2.52

    Sry, it's hard to keep compatibility from Gmax to newest versions.

    Anyways I haven't uploaded it here since I would like to finish 2.6's changes.
     
  5. 1234

    1234

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    I have installed it for gmax and it works. But how can I open "mdx" or "mdl" files? I can´t open that files.
     
  6. BlinkBoy

    BlinkBoy

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    wait for next version, which will allow you to import models, the current version just allows exporting.
     
  7. tobyfat50

    tobyfat50

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    The greatest tools ever made! Thank you BlinkBoy, for making them! It's the only thing that works with "shadow maps" along art tools - which don't work on windows 7. If it wasn't for this I would be making the things I do today.
     
  8. DerekX

    DerekX

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    And would it be able to import the models' animation sequences? With the option to rename them for Starcraft 2?
     
  9. Teravia_RX

    Teravia_RX

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    Is there any time frame this will be updated to allow imports? Or I think i will just use the old scripts located on another website
     
    Last edited: Feb 6, 2014
  10. BlinkBoy

    BlinkBoy

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    It´s funny, the import script has been almost ready for about 8 months or so, but I haven´t had time to finish it. Let´s see if I can get some spare time next week.
     
  11. DerekX

    DerekX

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    Hey I'm trying this out on GMAX, but I keep getting this error when trying to run NeoDexInstaller, "Type error: Call needs function or class, got: undefined" And how do I "view" the mdx model's animation sequences within GMAX?
     
  12. BlinkBoy

    BlinkBoy

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    Make sure you extract the folders within GMAX´s installation folder.

    About viewing sequences, you can do it manaualy or use an extra tool called Sequence Manager.
     
  13. DerekX

    DerekX

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    OK, what is the exact directory path?
     
  14. BlinkBoy

    BlinkBoy

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    Run GMAX type F11 or (Maxscript -> Maxscript Listener)

    in the listener write this then hit enter:

    Code ( (Unknown Language)):

    getDir #maxRoot
     


    it should ansswer like this:
    Code ( (Unknown Language)):

    getDir #maxRoot
    "C:\Users\DELL\Documents\gmax\"
     


    The folder it tells you is where you should extract the files.
     
  15. DerekX

    DerekX

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    OK, when I run 'em now (assuming a path like this can also work: "C\gmax\") nothing happens, no error message. I'm guessing that's all correct?
     
  16. BlinkBoy

    BlinkBoy

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    yeah, most probably, just make sure to restart gmax after and check if the NeoDex menu is there.
     
  17. BlinkBoy

    BlinkBoy

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    yeah, most probably, just make sure to restart gmax after and check if the NeoDex menu is there.
     
  18. DerekX

    DerekX

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    I'm still not seeing the "NeoDex" menu on top of the window. And here's the whole log:

    -- Error occurred in InstallNeoDex()
    -- Frame:
    -- isMenuInMainBar: isMenuInMainBar()
    -- InitiateNeodexPlugins: undefined
    -- SubNeoDex: undefined
    -- CylGizmo: undefined
    -- NDPlugins: undefined
    -- NeoDexGetPlugins: undefined
    -- neodexMacros: #()
    -- num: undefined
    -- neodexExtraMacros: #()
    -- main: <MixinInterface:menu>
    -- CleanMenu: undefined
    -- extraMenus: undefined
    -- NeoDexMain: undefined
    -- SubNeoDexExtra: undefined
    -- s: undefined
    -- EXPT: undefined
    -- IMPT: undefined
    -- IKS: undefined
    -- VA: undefined
    -- KR: undefined
    -- OS: undefined
    -- MT: undefined
    -- ST: undefined
    -- AH: undefined
    -- RD: undefined
    -- Sep: undefined
    -- NeoDexExtra: undefined
    -- scriptsdir: "C:\gmax\Scripts"
    -- gmax: true
    -- Error occurred during fileIn in <File:C:\gmax\scripts\Scripts\NeoDexInstaller.ms>
     
  19. BlinkBoy

    BlinkBoy

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    you probably didn't extract the files where you were suppose to.

    you need to find the gmax installation folder and extract the files exactly there as they are within the zip