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NeoDex 2.7 Wc3 Modeling Kit for 3dsmax & GMAX

Discussion in 'Modeling & Animation' started by BlinkBoy, Feb 1, 2009.

  1. BlinkBoy

    BlinkBoy

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    Bump!

    Version 2.5 is up. changes:

    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.
    • - Sequence data should process better now.
    • - 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


    About BlizzImporter:
    Credits to the Profet

    I modified it a bit to be NeoDex Compatible.

    Installation:
    You must place it in the scripts folder within your 3dsmax installation folder. (place the folder BlizzImporter, not what's inside)

    Importing Models:
    • Only imports game models and art Tools exported models.
    • You must place every texture used by the model converted to .tga on the same folder where the model you want to import is.
    • It only imports .mdl models.

    EDIT: added unencrypted plugins. (if you don't mind about maxscript or developing tools, ignore it, it's developers only). Use it if you want to learn how the plugins are scripted and maybe extend them (i'll give a coockie to anyone who saves me the burden of programming BlizzPart2's particle emulation)
     
    Last edited: Aug 14, 2013
  2. BallisticTerrain

    BallisticTerrain

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    Thanks again Blinkboy. Been waiting for this for a while. Gonna go and try and install now.
     
  3. BallisticTerrain

    BallisticTerrain

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    Beautiful. Just installed perfectly in 3ds Max 2013. Menu was there, and so were all the tools, which all work right. Whatever you did, it worked.
     
  4. Hawkwing

    Hawkwing

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    I haven't tested the new version yet or the importer, but I am gaining a lot of respect for you, BlinkBoy, for your willingness to support this set of tools. Thank you so much, you're making my life a lot easier!

    Edit: I couldn't be happier with this release. I imported the grunt model to find the need for a lot less changes than would be required with the M3 Importer. Sequences were imported correctly as well as materials. The only resulting issue that I can see is visibility animations but that's easy to fix.

    Attached is a screenshot of the result. The only thing I'm uncertain about is the corpse. It appears during the death animation rather than the decay animation, but I figure that's easy to adjust. Why does it 'materialize' like that though, rather than appearing instantly? I thought you could only toggle between visible and invisible and that there was no in between.
     

    Attached Files:

    Last edited: Aug 15, 2013
  5. A.R.

    A.R.

    Texture Reviewer

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    Thanks BlinkBoy, this is the greatest thing ever :D

    Something I've noticed is that exporting BlizzParticles isn't saving the Variation% (defaults to 2). Happens in 2.3 and 2.5, I haven't tested any of the other versions.

    It's an easy fix in Magos, so no worries; just thought you'd like to know.
     
  6. icewolf055

    icewolf055

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    Thanks for the new version and a Uninstaller note. I'v successfully uninstall Neodex but i got another problem, after i install Neodex 2.5 (maybe not) my 3D Max crashed at start (Im using 3DS MAX 10)
    screenshot
    [​IMG]


    Here's what i did:

    Open 3D MAX, Runscript -> uninstall
    Close Max and delete:
    ***\Autodesk\3ds Max 2010\plugins\(All Neodex i found)
    ***\Autodesk\3ds Max 2010\ui\macroscripts\Macro_Neodex.mrc
    Put all folders in Neodex 2.5 (Just like what i have done before) and run 3D Max and boom! ;_;

    But after i'd removed all Neodex files, it ran fine :)
     

    Attached Files:

    • 1.PNG
      1.PNG
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    Last edited: Aug 15, 2013
  7. Chucky

    Chucky

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    I'm trying to export a custom made model, not an imported one...I have everything set up right, and why do I need to turn off smoothing groups since I need them ? I tried something, exported the model and used just an all 256x256 white texture and on the areas I told you that appeared black, when I set the material mode to transparent, those areas become transparent as well...wtf ? My pure white texture doesn't have alpha channel...
     
  8. BlinkBoy

    BlinkBoy

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    hmm, let's see what's causing you troubles.

    1st step go to Scripts/startup delete the neodex files there. If boom at running, then restore them in the recycle bin.

    2nd step if it wasn't startup problems then it was one of the plugins. delete the Wc3Material.mse, BlizzPart2.mse BizzRibbon.mse , Wc3ColissionShapes.ms and Wc3Attachments.ms

    if no boom then, it was one of those, probably the Wc3Material plugin. Try running them without it.
     
  9. BallisticTerrain

    BallisticTerrain

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    Hey Blinkboy, whenever I set the replaceable texture of a material to team color, the entire mesh it's applied to becomes solid team color. Is this supposed to happen? It turns entirely red or blue or yellow or whatever I set the TC to.
     
  10. BlinkBoy

    BlinkBoy

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    Yep. If you want to make team colored materials, you must use compound materials. Make the Base material a teamcolored material and the next layer material your texture as blend mode.
     
  11. BallisticTerrain

    BallisticTerrain

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    Ah.. ok. Thanks.

    EDIT: I get an error upon opening the neodex renderer.

    [​IMG]

    Listener:

    Welcome to MAXScript.

    -- Error occurred in anonymous codeblock; filename: C:\Users\Nobody\AppData\Local\Autodesk\3dsMax\2013 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Renderer.mcr; position: 3605; line: 87
    -- Frame:
    -- gmax: false
    -- Wc3RenderAuto: undefined
    -- neoDexRDVersion: ".40"
    -- Wc3RenderSkyLightColor: undefined
    -- optionsRoll: Rollout:eek:ptionsRoll
    -- Wc3RenderUseSkylight: undefined
    -- Wc3Render: Wc3Render()
    >> MAXScript MacroScript Error Exception:
    -- Type error: checked: requires BooleanClass, got: undefined <<
    -- Error occurred in btn1.pressed(); filename: C:\Users\Nobody\AppData\Local\Autodesk\3dsMax\2013 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Renderer.mcr; position: 2202; line: 42
    -- Frame:
    -- Wc3RenderAuto: undefined
    >> MAXScript Rollout Handler Exception:
    -- Type error: if-test requires BooleanClass, got: undefined <<
    -- Error occurred in anonymous codeblock; filename: C:\Users\Aidan\AppData\Local\Autodesk\3dsMax\2013 - 64bit\ENU\usermacros\NeoDex Toolkit-NeoDex_Renderer.mcr; position: 3605; line: 87
    -- Frame:
    -- gmax: false
    -- Wc3RenderAuto: undefined
    -- neoDexRDVersion: ".40"
    -- Wc3RenderSkyLightColor: undefined
    -- optionsRoll: Rollout:eek:ptionsRoll
    -- Wc3RenderUseSkylight: undefined
    -- Wc3Render: Wc3Render()
    >> MAXScript MacroScript Error Exception:
    -- Type error: checked: requires BooleanClass, got: undefined <<
     
    Last edited: Aug 15, 2013
  12. BlinkBoy

    BlinkBoy

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    Check in your 3dsmax install directory/Scripts/Startup if you have a file called:
    NeoDexRendererGlobal.ms

    If it's not there, then that was your problem.

    Anyways, added a tutorial that teaches maxscript and how to make your own tools either stand alone or for neodex!: Link
     
  13. Chucky

    Chucky

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    So like icewolf055 I had that crash problem at the startup and removed the Wc3Material plugin and now it works, the only problem is I could use the other usefull tools added in the lastest version and they don't work without that plugin. What can I do to make it work ? Oh yeah and I keep getting the same error as BallisticTerrain with that "requires BooleanClass: got undefined" when accesing the exporter and I have to run the installer everytime I want to export a model. Btw I got my model to work, it was a texture problem, not normals.
     
  14. BlinkBoy

    BlinkBoy

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    Let's try this out for both of you. Select all the scripts in Scripts\Startup cut/paste them in \stdplugs\stdscripts. Please tell me if that kinda fixed the problem.
     
  15. Chucky

    Chucky

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    Apparently the model exporter problem is fixed but I still get the error relating to Wc3Material plugin when I accessed the renderer:
    View attachment 128575
     
    Last edited: Feb 15, 2016
  16. BlinkBoy

    BlinkBoy

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    Try out this build. It comes with two new bonuses ;).
     

    Attached Files:

  17. Chucky

    Chucky

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    Last edited: Feb 15, 2016
  18. BlinkBoy

    BlinkBoy

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    post the log of the error when starting max.
     
  19. Chucky

    Chucky

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    Taken from Max Listener:
    Code (Text):
    Welcome to MAXScript.

    -- Error occurred in f loop; filename: D:\3D Studio Max 2010\stdplugs\stdscripts\NeoDexMaterialGlobals.ms; position: 765; line: 21
    --  Frame:
    --   f: "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow00.tga"
    --   tmp: Bitmaptexture:Bitmap
    --   called in NeoDexGenerateTeamGlows(); filename: D:\3D Studio Max 2010\stdplugs\stdscripts\NeoDexMaterialGlobals.ms; position: 902; line: 26
    --  Frame:
    --   files: #("D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow00.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow01.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow02.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow03.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow04.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow05.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow06.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow07.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow08.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow09.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow10.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow11.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow12.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow13.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow14.tga", "D:\3D Studio Max 2010\maps\Neodex\TeamGlow\TeamGlow15.tga")
    -- Error occurred during fileIn in <File:D:\3D Studio Max 2010\stdplugs\stdscripts\NeoDexMaterialGlobals.ms>
    >> MAXScript Auto-load Script Error - D:\3D Studio Max 2010\stdplugs\stdscripts\NeoDexMaterialGlobals.ms Exception: -- Unknown system exception <<
     
     
  20. BlinkBoy

    BlinkBoy

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    okay, now let's try this out momentaniously:

    Go to utility Panel -> Maxscript -> Run Script and run:
    D:\3D Studio Max 2010\stdplugs\stdscripts\NeoDexMaterialGlobals.ms

    do that after starting.