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NeoDex 2.7 Wc3 Modeling Kit for 3dsmax & GMAX

Level 16
Joined
Sep 19, 2011
Messages
829
Thanks I'll read the tutorials close. I am dead curious how the multi wvu`s work and what improvements you made to Va but I`m not giving up on the art tools because I discovered something wonderful called a cat rig for character animation. I`m going to use that for bones but the fact that bibepd works with neo dex is what I was also searching for even if bipeds are a lot more complex than cat rigs. I`m going to make some research and notify you about it when i have time.
 
Better use AT Skinning (look at my basic animation tutorial, skin section or at the samples). it's easier if you are getting to know the tools. Skin Modifier is actualy to low level and can cause some problems if not used correctly. EDIT:(In either case, the problem with your skin modifier is that you left some vertices unskinned, I'll add it to the warnning mode, thaks for the report)

The plugins are automatically installed (they don't need the installer), If you want to use the Warcraft 3 Material just go to the material editor and create a new Warcraft 3 material.

You should check if everything is fine by looking at the samples.

There is +700 verts How can i possibly tell if a verticle isn't skinned?
How do you create warcraft material? -solved
How do you make texture team colored for example the paladin
 
Last edited:
There is +700 verts How can i possibly tell if a verticle isn't skinned?
How do you create warcraft material?

Sometimes you can't. What i do is I skin all the vertices to just one bone and then I do the skinning normaly. That way i make sure that if I messed one vertex, it will show during animating.

To create a Warcraft 3 material do this:
attachment.php
 
So, now I don't even have to use the IK snapper and I can just set up the IK and export the model and it will convert it to FK for me?

EDIT: I decided to try and install NeoDex into the student version I downloaded a while ago of max 2013. When I run the installer it says there was an error and the macros and plugins weren't added correctly. For the first time it did actually create a menu on the main bar, but if I click it nothing happens. So I do what I normally do with NeoDex and I created a custom toolbar and added all of the functions to that. Except that the NeoDex renderer wasn't there even when I copied it in with the rest of the stuff. That seems to be the only problem.

Also, when I install it into max 2010, it says it installed neodex 2.1 and when I go to customize user interface to add stuff to the toolbar, the 2.1 exporter is still there along with the 2.4 exporter. Also, whenever I open max 2010 I have to re add the buttons to the toolbar after deleting them because it says when I hover over the exporter:

Missing: NeoDexEX'MDL Toolkit.
And under some of the other buttons:
Missing: NeoDexIP'MDL Toolkit.
Missing: NeoDexST'MDL Toolkit.

EDIT 2: The same thing happens when reopening 3ds max 2013 except it happens for all the buttons.

I opened up the listener and here is the line it printed.

Error scanning macroscript file: C:\Users\Noneofyourdamnbussiness\AppData\Local\Autodesk\3dsMax\2013 - 64bit\ENU\usermacros\MDL Toolkit-VANeoDex.mcr, macroscript: VANeoDex; Error reading ToolTip value
First character of token not " or ~

EDIT 3: Here is the stuff from the listener upon opening 2010.

-- Error occurred in f loop; filename: C:\Program Files\Autodesk\3ds Max 2010\PlugIns\Wc3Material.mse; position: 745; line: 3
-- Defined in encrypted script
-- called in NeoDexGenerateTeamGlows(); filename: C:\Program Files\Autodesk\3ds Max 2010\PlugIns\Wc3Material.mse; position: 877; line: 3
-- Defined in encrypted script
-- Error occurred during fileIn in <File:C:\Program Files\Autodesk\3ds Max 2010\PlugIns\Wc3Material.mse>
>> MAXScript Auto-load Script Error - C:\Program Files\Autodesk\3ds Max 2010\PlugIns\Wc3Material.mse Exception: -- Unknown system exception <<
 
Last edited:
Level 17
Joined
Jan 18, 2010
Messages
1,122
Gorgeous, I was holding back for a while with my mod waiting for dex 2. I'll have to re-bake my models now, lol.

So Blink made it work the way art tools does it ? Composite > map channel etc ?
I've been following the development progress and it is awesome.

One question tho, I read dex can export a few light types. Are they all converted into omnidirectional or what ?
From what I tested before only omnidirectional (and ambient but I can't think of what you would want to use them for) lights worked for me in wc3.
Is skylight converted into ambient or something something ?

Also that pot model does it have only the shadowmaps pre-baked or the entire texture is ? It looks crazy good.
 
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I'm trying to figure out how to import already existing models into 3DS Max and export them using NeoDex. I think I'm making progress but odds are I'm only removing one issue while creating several new ones. I'm getting a little annoyed trying to resolve this when I know there are tons of smart people on this site who can probably help me out very easily. After exporting I get this message in the MaxScript Listener:

///////////////////////////////////////////////////////////////////////////////////
// TCB
///////////////////////////////////////////////////////////////////////////////////
// The next objects have conflicting rotation keys at the showed time
// To fix it add a key between the mentioned key and the key before
///////////////////////////////////////////////////////////////////////////////////
// 2: (18499f, 78666f)
// Object07: (9666f, 16332f)
// Object08: (18499f, 78666f)
// Cape3: (10133f)
// Cape: (18000f, 18334f, 18499f, 78666f)


That goes on for seemingly every object in the model. I could do as it says and "add a key between the mentioned key and the key before," but that would take quite a long time, so I'm hoping there's a more time efficient way to fix this. My question is, what exactly are "conflicting rotation keys" and is there a way to resolve this other than what is suggested in the Listener? Any ideas, you modelling geniuses out there?

If there isn't a more easy way to fix this, does anyone know how I can bring a model into 3DS Max and modify it so that it can be correctly exported?

My undying respect, love, and admiration goes to the person who can help me! :p
 
I'm trying to figure out how to import already existing models into 3DS Max and export them using NeoDex. I think I'm making progress but odds are I'm only removing one issue while creating several new ones. I'm getting a little annoyed trying to resolve this when I know there are tons of smart people on this site who can probably help me out very easily. After exporting I get this message in the MaxScript Listener:

///////////////////////////////////////////////////////////////////////////////////
// TCB
///////////////////////////////////////////////////////////////////////////////////
// The next objects have conflicting rotation keys at the showed time
// To fix it add a key between the mentioned key and the key before
///////////////////////////////////////////////////////////////////////////////////
// 2: (18499f, 78666f)
// Object07: (9666f, 16332f)
// Object08: (18499f, 78666f)
// Cape3: (10133f)
// Cape: (18000f, 18334f, 18499f, 78666f)


That goes on for seemingly every object in the model. I could do as it says and "add a key between the mentioned key and the key before," but that would take quite a long time, so I'm hoping there's a more time efficient way to fix this. My question is, what exactly are "conflicting rotation keys" and is there a way to resolve this other than what is suggested in the Listener? Any ideas, you modelling geniuses out there?

If there isn't a more easy way to fix this, does anyone know how I can bring a model into 3DS Max and modify it so that it can be correctly exported?

My undying respect, love, and admiration goes to the person who can help me! :p

Select the bones with bad tcb -> Use Animation Helper -> fix Smooth keys
 
Level 23
Joined
Jan 1, 2009
Messages
1,617
Open the maxscipt listener and send me the log

There you go:
Code:
Welcome to MAXScript.

Error scanning macroscript file: C:\Users\Frotty\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\MDL Toolkit-KRNeoDex.mcr, macroscript: KRNeoDex; Error reading ToolTip value
	First character of token not " or ~
Error scanning macroscript file: C:\Users\Frotty\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\MDL Toolkit-NeoDexAH.mcr, macroscript: NeoDexAH; Error reading ToolTip value
	First character of token not " or ~
Error scanning macroscript file: C:\Users\Frotty\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\MDL Toolkit-NeoDexIKS.mcr, macroscript: NeoDexIKS; Error reading ToolTip value
	First character of token not " or ~
Error scanning macroscript file: C:\Users\Frotty\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\MDL Toolkit-NeoDexMT.mcr, macroscript: NeoDexMT; Error reading ToolTip value
	First character of token not " or ~
Error scanning macroscript file: C:\Users\Frotty\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\MDL Toolkit-NeoDexRD.mcr, macroscript: NeoDexRD; Error reading ToolTip value
	First character of token not " or ~
Error scanning macroscript file: C:\Users\Frotty\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\MDL Toolkit-NeoDexST.mcr, macroscript: NeoDexST; Error reading ToolTip value
	First character of token not " or ~
Error scanning macroscript file: C:\Users\Frotty\AppData\Local\Autodesk\3dsMax\2014 - 64bit\ENU\usermacros\MDL Toolkit-VANeoDex.mcr, macroscript: VANeoDex; Error reading ToolTip value
	First character of token not " or ~
-- Error occurred during fileIn in #K:\Program Files\3dsmax\3ds Max 2014\scripts\NeoDexModules\Wc3Model.ms; line number: 74
>> MAXScript Auto-load Script Error - K:\Program Files\3dsmax\3ds Max 2014\PlugIns\NeoDexExporter.ms Exception:
-- Compile error: Duplicate struct member name:  unselectable
--  In line: 	unselectable = <<
-- Error occurred during fileIn in #K:\Program Files\3dsmax\3ds Max 2014\scripts\NeoDexModules\Wc3Model.ms; line number: 74
>> MAXScript Auto-load Script Error - K:\Program Files\3dsmax\3ds Max 2014\PlugIns\NeoDexImporter.ms Exception:
-- Compile error: Duplicate struct member name:  unselectable
--  In line: 	unselectable = <<
 
Select the bones with bad tcb -> Use Animation Helper -> fix Smooth keys

This is the result I get from doing that. It exports without noticing any errors and plays perfectly fine in 3DS Max, but this is the result in Magos. It's supposed to be the bandit model. In the screenshot an animation is being played. When no animation is being played the corpse shows and the bandit is nowhere to be seen.

I've tried doing the same thing to the Priest model, the Grunt, the Ghoul, and then this and all have given me the same result.
 

Attachments

  • Bandit.png
    Bandit.png
    10.9 KB · Views: 151
This is the result I get from doing that. It exports without noticing any errors and plays perfectly fine in 3DS Max, but this is the result in Magos. It's supposed to be the bandit model. In the screenshot an animation is being played. When no animation is being played the corpse shows and the bandit is nowhere to be seen.

I've tried doing the same thing to the Priest model, the Grunt, the Ghoul, and then this and all have given me the same result.

which importer are you using?

If it's the M3 MDX importer don't use it. It needs some weird tweeking in order to work. Plus it makes some weird shit when importing the models. Any data imported by that is designed to be exported with the M3 exporter which actualy supports unbalanced weights and skin pose (wc3 doesn't support this shit) even if you turn off the option "Import as M3"

There's a nice importer made by the prophet which I have modified a bit to work on NeoDex instead of Art Tools. I haven't finished editing it and I need the prophet's permission to release it. It seems to work perfectly until now.

Btw could you post the exported model?
 

Attachments

  • ExportBandit.mdx
    217.1 KB · Views: 115
Level 20
Joined
Jul 1, 2012
Messages
202
Well, i got a Material Error when i opened Max, it looks like this:
attachment.php


Also, when i installed Neodex 2.4, it said: "You have successfully installed Neodex 2.1" lol.

After that i tried browing War3 Material but its not there :D
 

Attachments

  • Error.PNG
    Error.PNG
    111.8 KB · Views: 621
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Well, i got a Material Error when i opened Max, it looks like this:
attachment.php


Also, when i installed Neodex 2.4, it said: "You have successfully installed Neodex 2.1" lol.

After that i tried browing War3 Material but its not there :D

Open the listener and copy/paste the log. It's Weird that you have that error. Hmm should be checked.
 
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)
 
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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.
 

Attachments

  • materializingcorpses.GIF
    materializingcorpses.GIF
    1.2 MB · Views: 205
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A.R.

Skin Reviewer
Level 26
Joined
Mar 12, 2008
Messages
347
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.
 
Level 20
Joined
Jul 1, 2012
Messages
202
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)
attachment.php


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 :)
 

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  • 1.PNG
    1.PNG
    925.5 KB · Views: 583
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Level 17
Joined
Jul 1, 2010
Messages
720
Are you trying to export imported models? Btw try turning of smoothgroups, that may work.

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...
 
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)
attachment.php


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 :)

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.
 
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.

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.
 
Ah.. ok. Thanks.

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

bwsTLH0.jpg


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 <<
 
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Ah.. ok. Thanks.

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

bwsTLH0.jpg


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 <<

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
 
Level 17
Joined
Jul 1, 2010
Messages
720
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.
 
Level 17
Joined
Jul 1, 2010
Messages
720
Taken from Max Listener:
Code:
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 <<
 
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