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  1. Beiträge anzeigen #121 Zitieren
    Provinzheld Avatar von Murdera
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    Murdera ist offline
    ok bei der version "vcredist_x64" bekomme ich einen Fehler:
    Extraction Failed "./intsall ist keine zulässige Win32-Anwendung"
    Was ist denn da Los?



    EDIT: Big THX Kerrax now after Installing the x86 version everything is fine

    EDIT2:@horrorente, sollte ich die "vcredist_x64" auch noch intstallieren oder brauche ich das nicht mehr?
    Geändert von Murdera (10.03.2009 um 14:57 Uhr)

  2. Beiträge anzeigen #122 Zitieren
    Gothic Reloaded Mod Avatar von EvilTwin
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    the colour bug is fixed =) thx
    but the unlocked toolbars on the 2nd screen keep disappearing
    anyway - great tool

  3. Beiträge anzeigen #123 Zitieren
    Waldläufer Avatar von Kerrax
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    Kerrax ist offline
    Zitat Zitat von EvilTwin Beitrag anzeigen
    the colour bug is fixed =) thx
    but the unlocked toolbars on the 2nd screen keep disappearing
    However now you can see properties of selected objects after importing, right?

    Please give me details about the bug:
    Zitat Zitat von EvilTwin Beitrag anzeigen
    2. after importing an asc model the command pannel and main toolbar disappear ( i unlocked them and put them onto my second screen )
    I need to reproduce the bug before I will able to fix it. How can I unlock command panel and main toolbar and put onto the second screen? Where can I find the second screen ?

  4. Beiträge anzeigen #124 Zitieren
    Gothic Reloaded Mod Avatar von EvilTwin
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    your ritght i can see the properties of selected objekts now =)


    with second screen in mean my 2nd monitor
    you can simply drag and drop the command pannel and main toolbar

  5. Beiträge anzeigen #125 Zitieren
    Waldläufer Avatar von Kerrax
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    Zitat Zitat von EvilTwin Beitrag anzeigen
    with second screen in mean my 2nd monitor
    you can simply drag and drop the command pannel and main toolbar
    Yes, I have done it! My command panel and main toolbar disappeared!
    The next question: how can I reactivate them back?

    By the way, previously I used command panel and main toolbar in standard "locked" position and they didn't disappear.

    UPD. I've found a way to reactive these disappeared panels: Customize->Revert to Startup Layout.
    Geändert von Kerrax (10.03.2009 um 18:33 Uhr)

  6. Homepage besuchen Beiträge anzeigen #126 Zitieren
    Ritter Avatar von horrorente
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    horrorente ist offline
    Zitat Zitat von Murdera Beitrag anzeigen
    (...)

    EDIT2:@horrorente, sollte ich die "vcredist_x64" auch noch intstallieren oder brauche ich das nicht mehr?
    Hast du nen 64bit Rechner? Kommen beim Start immernoch die Fehlermeldungen? Wenn nein, dann lass es so.

    Cheers...

  7. Beiträge anzeigen #127 Zitieren
    Provinzheld Avatar von Murdera
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    Murdera ist offline
    Nein ich habe kein 64bit system und nein die Fehler sind weg
    Danke nochmal für die Hilfe

  8. Beiträge anzeigen #128 Zitieren
    Waldläufer
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    DJonnyS ist offline
    Hi Kerrax,

    cool that you finished the exporters even for gmax! I already used them successfully, but I think there's one problem with the script because exporting one file I always get an error like this:

    Code:
    Welcome to MAXScript.
    
    MacroScript Gothic_Import
    ButtonText:"Gothic Import"
    Category:"Gothic"  
    Tooltip:"import meshes or animations" 
    Icon:#("Classic",71) 
    ( 
    	on execute do 
    	( 
    		fileIn (scriptspath+"Gothic3dsASCImporter.ms") quiet:TRUE
    	)
    ) 355
    DOSCommand "ver"
    FOpen "C:\\gmax\\PlugCFG\\KrxImpExpDlgInput.bin" "wb"
    WriteString 2019259400 "3DSExporterDlgInput"
    WriteString 2019259400 "C:\\gmax\\Scenes\\test.3DS"
    WriteLong 2019259400 28 #unsigned
    WriteString 2019259400 "zm_portale"
    WriteString 2019259400 "zm_trees"
    WriteString 2019259400 "zm_01"
    WriteString 2019259400 "zm_temple_outer"
    WriteString 2019259400 "zm_labyrinth"
    WriteString 2019259400 "zm_temple_corridor"
    WriteString 2019259400 "zm_Finalraum"
    WriteString 2019259400 "zm_portal_final"
    WriteString 2019259400 "zm_Portal_cave"
    WriteString 2019259400 "zm_cave"
    WriteString 2019259400 "zm_waterfall"
    WriteString 2019259400 "zm_cliff"
    WriteString 2019259400 "zm_mountains"
    WriteString 2019259400 "zm_object01"
    WriteString 2019259400 "zm_village"
    WriteString 2019259400 "zm_Gras"
    WriteString 2019259400 "zm_zenGin0"
    WriteString 2019259400 "zm_Turm1"
    WriteString 2019259400 "zm_Turm2"
    WriteString 2019259400 "zm_orkbridgesupplies"
    WriteString 2019259400 "zm_Saeulen"
    WriteString 2019259400 "zm_Tor"
    WriteString 2019259400 "zm_See"
    WriteString 2019259400 "zm_sadtree"
    WriteString 2019259400 "zm_Turmbruecke"
    WriteString 2019259400 "zm_See_unterseite"
    WriteString 2019259400 "zm_Stau"
    WriteString 2019259400 "zm_Stau_unterseite"
    WriteLong 2019259400 28 #unsigned
    WriteString 2019259400 "zm_portale"
    WriteString 2019259400 "zm_trees"
    WriteString 2019259400 "zm_01"
    WriteString 2019259400 "zm_temple_outer"
    WriteString 2019259400 "zm_labyrinth"
    WriteString 2019259400 "zm_temple_corridor"
    WriteString 2019259400 "zm_Finalraum"
    WriteString 2019259400 "zm_portal_final"
    WriteString 2019259400 "zm_Portal_cave"
    WriteString 2019259400 "zm_cave"
    WriteString 2019259400 "zm_waterfall"
    WriteString 2019259400 "zm_cliff"
    WriteString 2019259400 "zm_mountains"
    WriteString 2019259400 "zm_object01"
    WriteString 2019259400 "zm_village"
    WriteString 2019259400 "zm_Gras"
    WriteString 2019259400 "zm_zenGin0"
    WriteString 2019259400 "zm_Turm1"
    WriteString 2019259400 "zm_Turm2"
    WriteString 2019259400 "zm_orkbridgesupplies"
    WriteString 2019259400 "zm_Saeulen"
    WriteString 2019259400 "zm_Tor"
    WriteString 2019259400 "zm_See"
    WriteString 2019259400 "zm_sadtree"
    WriteString 2019259400 "zm_Turmbruecke"
    WriteString 2019259400 "zm_See_unterseite"
    WriteString 2019259400 "zm_Stau"
    WriteString 2019259400 "zm_Stau_unterseite"
    WriteByte 2019259400 0 #unsigned
    FClose 2019259400
    DOSCommand "\"C:\\gmax\\KrxImpExp\\wxImpExpUI.exe\" \"C:\\gmax\\PlugCFG\\KrxImpExpDlgInput.bin\" \"C:\\gmax\\PlugCFG\\KrxImpExpDlgOutput.bin\" \"C:\\gmax\\PlugCFG\\KrxImpExpUI.cfg\""
    FOpen "C:\\gmax\\Scenes\\test.3DS" "wb"
    FClose 2019259400
    FOpen "C:\\gmax\\PlugCFG\\KrxImpExpDlgInput.bin" "wb"
    WriteString 2019259400 "MessageDlgInput"
    WriteString 2019259400 "Kerrax 3DS Exporter"
    FClose 2019259400
    -- Error occurred in i loop
    --  Frame:
    --   argtempl: "%1"
    --   i: 1
    --   argpos: undefined
    --   called in FormatMsg()
    --  Frame:
    --   msg: undefined
    --   fmt: undefined
    --   args: #()
    --   called in ShowErrorBox()
    --  Frame:
    --   msg: undefined
    --   title: "Kerrax 3DS Exporter"
    --   currentException: ""
    --   strarr: #()
    --   fmt: undefined
    --   args: #()
    --   called in ShowMessageDlg()
    --  Frame:
    --   dlgInput: #TMessageDlgInput(__title:"Kerrax 3DS Exporter", __format:undefined, __arguments:#())
    --   outputfile: #TFile(__stream:undefined, __name:"", __mode:"", __size:0, __pos:0)
    --   dlgOutput: #TMessageDlgOutput()
    --   title: "Kerrax 3DS Exporter"
    --   inputFile: #TFile(__stream:undefined, __name:"", __mode:"", __size:0, __pos:0)
    --   currentException: ""
    --   structName: undefined
    --   fmt: undefined
    --   args: #()
    --   called in ShowErrorDlg()
    --  Frame:
    --   title: "Kerrax 3DS Exporter"
    --   currentException: ""
    --   strarr: #()
    --   fmt: undefined
    --   args: #()
    --   called in __Krx3dsExp()
    --  Frame:
    --   sceneAnalyzer: #TSceneAnalyzer(__sceneObjects:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __selectedObjects:#(), __sceneConvToMeshes:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __selectedConvToMeshes:#(), __sceneSlots:#(), __selectedSlots:#(), __sceneBones:#(), __selectedBones:#(), __sceneMeshes:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __selectedMeshes:#(), __sceneDummies:#(), __selectedDummies:#(), __scenePrefixes:#(""), __selectedPrefixes:#(), __uniquePrefix:"", __uniquePrefixGenerated:false, __fileObjects:#(), __fileSlots:#(), __fileBones:#(), __fileMeshes:#(), __fileDummies:#(), __prefixesForDynamicModelPrepared:false, __scenePrefixesForDynamicModel:#(), __selectedPrefixesForDynamicModel:#(), __prefixesForMorphMeshPrepared:false, __scenePrefixesForMorphMesh:#(), __selectedPrefixesForMorphMesh:#(), __objectsByPrefixPrepared:false, __prefixUsedToPrepareObjects:"", __objectsByPrefix:#(), __slotsByPrefix:#(), __bonesByPrefix:#(), __meshesByPrefix:#(), __dummiesByPrefix:#(), __modelHierarchyByPrefixPrepared:false, __prefixUsedToPrepareModelHierarchy:"", __modelHierarchyByPrefix:#TModelHierarchy(__modelPrefix:"", __modelType:0, __objects:#(), __objectParents:#(), __objectTypes:#()), __sceneModelHierarchiesPrepared:false, __sceneModelHierarchies:#())
    --   filename_param: ""
    --   quiet_param: false
    --   quiet: false
    --   SelectedObjects: #("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...)
    --   EXPORT_FILE_NAME: "C:\gmax\Scenes\test.3DS"
    --   dlgInput: #T3DSExporterDlgInput(__exportFileName:"C:\gmax\Scenes\test.3DS", __sceneObjects:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __selectedObjects:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __useLocalCS:false)
    --   outputfile: #TFile(__stream:undefined, __name:"", __mode:"", __size:0, __pos:0)
    --   dlgOutput: #T3DSExporterDlgOutput(__selectedObjects:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __useLocalCS:true, __continueExport:true)
    --   inputFile: #TFile(__stream:undefined, __name:"", __mode:"", __size:0, __pos:0)
    --   currentException: undefined
    --   structName: "3DSExporterDlgOutput"
    --   dlgInfo: undefined
    --   saver: #T3DSFileSaver(__file:#TFile(__stream:undefined, __name:"", __mode:"", __size:0, __pos:0), __objectsNames:#("zm_portale", "zm_trees", "zm_01", "zm_temple_outer", "zm_labyrinth", "zm_temple_corridor", "zm_Finalraum", "zm_portal_final", "zm_Portal_cave", "zm_cave", "zm_waterfall", "zm_cliff", "zm_mountains", "zm_object01", "zm_village", "zm_Gras", "zm_zenGin0", "zm_Turm1", "zm_Turm2", "zm_orkbridgesupplies", ...), __useLocalCS:true, __expMtls:#(P:_FMHAUS:Standard, P:FMHAUS_:Standard, P:_H5:Standard, P:H5_:Standard, P:H3_:Standard, P:_H3:Standard, P:H1_:Standard, P:_H1:Standard, P:_H6:Standard, P:H6_:Standard, P:H4_:Standard, P:_H4:Standard, P:_MINE:Standard, P:MINE_:Standard, P:FINALHAUS_:Standard, FINALRAUMTEX:Standard, Baeume:Standard, ORKODFLFLOOR111:Standard, ORKODFLFLOOR031:Standard, FINALRAUMTEX1:Standard, ...), __expObjectStats:#(), __curObj:undefined, __curObjName:"", __curObjMtls:#(), __curObjMesh:undefined, __curObjVerts:#(), __curObjFaces:#(), __curObjTVerts:#())
    --   useLocalCS: true
    -- Error occurred during fileIn in StringStream:"__Krx3dsExp "" false"
    --   called in Krx3dsExp()
    --  Frame:
    --   quiet: false
    --   tskmod: #utility
    --   r: undefined
    --   filename: ""
    -- Error occurred during fileIn in StringStream:"Krx3dsExp()"
    --   called in btnExport3DS()
    --  Frame:
    I guess the error must have to do something with the material applied, but I couldn't find the correct source of this error. Whenever I apply another Multimaterial the export works fine, but doesn't with the one I need...

  9. Beiträge anzeigen #129 Zitieren
    Waldläufer Avatar von Kerrax
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    Hi DJonnyS,

    Zitat Zitat von DJonnyS Beitrag anzeigen
    I guess the error must have to do something with the material applied...
    Let's check it. Try to run a script attached to this message and look into the MaxScript Listener window. This script will print all materials used in your scene and all their submaterials. Run the script and give me to see the result.
    Angehängte Dateien

  10. Beiträge anzeigen #130 Zitieren
    Waldläufer
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    DJonnyS ist offline
    Mh, very interesting: Now I even get an error with your script, but the reason seams more clearly visible. It seems that part of the array of the multimaterial simply is undefined, that's why mat.name doesn't get a result.
    Ah, now I see the reason: there's one Material ID missing. My multimat has 4800 submaterials . I'll keep you updated and try some stuff like filling the empty slots.

    Update: @everybody: When you split your world and re-attach the parts later, make sure to select the third option of how to handle the materials. Otherwise you'll get a huge wrecked Material like mine. It wouldn't actually be a problem to fix it if one had the possibility to enter Material IDs higher than 1000 -.-....
    OK, now I'm searching for a script to delete duplicate materials.
    Geändert von DJonnyS (04.05.2009 um 19:32 Uhr)

  11. Beiträge anzeigen #131 Zitieren
    Waldläufer Avatar von Kerrax
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    ******** Beta III Release ********


    I've uploaded a new version of my plugins. See the project page:
    http://krximpexp.sourceforge.net
    for download links.

    There is two new features:
    1) "Space Transformation". You can specify scale value when you are importing or exporting a model. This feature makes possible to edit models in any units: meters, kilometers, feet, inches, and so on. (The previous versions always works with centimeters). This feature can be useful if you want to write your model with scaling. And this feature can be useful if you forgot to set up proper units when you started with creating your model.
    2) "Time Transformation". You can export/import only a part of whole animation, and you can move animation keys when you are importing or exporting.

    Two bugs were fixed. The first bug was described by EvilTwin:
    Zitat Zitat von EvilTwin Beitrag anzeigen
    After importing an asc model the command pannel and main toolbar disappear
    and the second bug was in incorrect exporting of some animations to .asc file.

    And one more new thing. I've added an experimental Blender support. I know there are some scripts already: Gothic 3D Studio Exportscript by r3AdY, Gothic 3ds exporter by Gothiccer, Gothic 3DS Import Script by NicoDE,
    however it was interesting for me to make my plugins for Blender too.
    Geändert von Kerrax (06.05.2009 um 08:49 Uhr)

  12. Beiträge anzeigen #132 Zitieren
    research Avatar von NicoDE
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    Zitat Zitat von Kerrax Beitrag anzeigen
    And one more new thing. I've added an experimental Blender support.
    Many thanks for your support!
    I've tried to import the animations some years ago, but a month later the new animation framework for Blender was announced and I canceled my project (Blender was too limited at this time). However, with the new Generic Properties support in Blender a whole new world has been opened for game specific imports and exports.
    "Unter diesen schwierigen Umständen bin ich mir sicher, daß diese guten Menschen meinen augenblicklichen Bedarf an deren Gold verstehen werden." -- Connor

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    Ritter Avatar von MaGoth
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    Update ^^

    Release new versions of plugins Kerrax for 3D Studio Max (Beta IV)

    Fixs:
    - Fixed some bugs related to export of asc-files.
    New:
    - Added version plug-ins for 3ds max 2010

    Download@KrxProject

    Easy modeling modders.


    MfG MaGoth, WoG.ru-Community.
    |: WOG.de :|: WOG.en :|: WOG.ru :|: WOG.ro :|||: MAGIC-Team :|
    [Bild: 106462_941c3dcc88ff9e9b5597d9f24d9aea88.jpg]
    |: WOR.de :|: WOR.en :|: WOR.ru :|: WOR.ro :|||: Piranha-Bytes :|
    -=GOTHIC UND DIE FREUNDSCHAFT FÜR ALLE ZEITEN!=-

  14. Beiträge anzeigen #134 Zitieren
    Gothic Reloaded Mod Avatar von EvilTwin
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    awsome
    didnt recognized the beta3 release with the bug i was facing fixed^^

    edit:
    okay
    seems like it got a lot faster than the beta2
    but i experienced again a bug
    when exporting a mesh with actual textures (bitmaps) everything works fine
    but after exprting a mesh with just rgb colours in the diffuse channel of the material the spacer tells me "mesh has polys without material! "

    im using the 2009 x64 version
    Geändert von EvilTwin (16.05.2009 um 22:08 Uhr)

  15. Beiträge anzeigen #135 Zitieren
    Waldläufer Avatar von Kerrax
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    ******** Beta V Release ********


    I've uploaded a new version of my plugins today. See the project page:
    http://krximpexp.sourceforge.net
    for download links. Some bugs were fixed.

    Zitat Zitat von EvilTwin Beitrag anzeigen
    but i experienced again a bug
    when exporting a mesh with actual textures (bitmaps) everything works fine
    but after exprting a mesh with just rgb colours in the diffuse channel of the material the spacer tells me "mesh has polys without material! "
    Fixed again. (Sometimes bugs come back )
    Geändert von Kerrax (17.05.2009 um 13:35 Uhr)

  16. Beiträge anzeigen #136 Zitieren
    Drachentöter Avatar von Ken Suyoko
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    i dont know if this bug is actually known but i have some problems with all 4 Kerrax im- and exporters.. and another fith , the IPhysique.gup ..

    i have 3ds max 9 and while loading it says that 0Krx3dsImp.dll failed to initialize.
    i should reinstall this programm and try again...
    has this anything 2do that i already have 3ds max 6 installed ( with kerrax im- and exporters) and now i'm trying to install another version of this im- and export plugin ?

    i tried with both versions of the im and exporter for 9 - 2008.
    The 64bit version doesnt work, thats clear, cause i only have XP 32.

    thanks 4 answers...

    and.. just now I've only got the Trial of 3ds Max 9... can this be the cause?

    ( omg.. so many "I"s .. looks like i'm such a selfish men ^^)

    EDIT: i found the problem.. now i activated 3ds max 9.. now it starts without any errors.. and the im and exporter are loaded.
    Geändert von Ken Suyoko (23.05.2009 um 13:52 Uhr)

  17. Beiträge anzeigen #137 Zitieren
    Gothic Reloaded Mod Avatar von EvilTwin
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    maybe you should install the Microsoft Visual C++ 2008 SP1 Redistributable Package

    x86
    x64

  18. Beiträge anzeigen #138 Zitieren
    Drachentöter Avatar von Ken Suyoko
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    well.. look like there is more than only loading this plugin..

    i need 2 extract a .3ds of our old .zen.. so i loaded it in spacer, compiled it with editmode and saved the .3ds.

    Now i want load this mesh.. but looks like there are some errors..

    that is the error-msg:
    Vertex index is out of range while reading faces descriptopn.
    Vertex index: 6571 (Allowable range : 0....6570).
    File name : "eXodus_spacersave.3ds".

    looks like there is an handycap of the vertex amount, your plugin can load..

    Yes it is a very big 3ds... thats why i need it in 3ds max again.. so i'm able 2 remoddel it..

  19. Beiträge anzeigen #139 Zitieren
    Waldläufer Avatar von Kerrax
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    Zitat Zitat von Ken Suyoko Beitrag anzeigen
    i need 2 extract a .3ds of our old .zen.. so i loaded it in spacer, compiled it with editmode and saved the .3ds.

    Now i want load this mesh.. but looks like there are some errors..

    that is the error-msg:
    Vertex index is out of range while reading faces descriptopn.
    Vertex index: 6571 (Allowable range : 0....6570).
    File name : "eXodus_spacersave.3ds".

    looks like there is an handycap of the vertex amount, your plugin can load..

    Yes it is a very big 3ds... thats why i need it in 3ds max again.. so i'm able 2 remoddel it..
    Spacer saves an incorrect 3ds file if total number of vertices in your world more than 65535 or if total number of faces more than 65535.
    Geändert von Kerrax (08.06.2009 um 05:22 Uhr)

  20. Beiträge anzeigen #140 Zitieren
    Just arrived
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    Jun 2009
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    zipir ist offline
    Kerrax will you release next verion of asc import/export plugin?

    i have use GMAX 1.2 and its working very vell

    can u fix this things for gmax v1.2 ???

    -when import asc or 3ds file materials are not seen on 3d model
    -durring import/export seen a dos window can u off this window

    im waiting for your next realease and tnx for your excellent works

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