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3 Dimensional Chat / md3 exporting problems

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Wayne
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Posted: 3rd Jul 2003 02:38
gives me a could not load object at line X error. Using the pop n fresh md3 exporter for max 5 any ideas?

Wayne
AIPX Rocks
Shadow Robert
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Posted: 3rd Jul 2003 04:44
hmm... did the export work fine?

Wayne
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Posted: 3rd Jul 2003 11:24
it did give me a uv error.
is a texture error gonna affect the export's outcome?

AIPX Rocks
Shadow Robert
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Posted: 3rd Jul 2003 11:32
shouldn't do, but the reason it failed might.
you only get the UV Error when you've welded vertex which need to be seperate, make sure you weld ONLY the vertex that connect on the UV Map don't do a Weld all - it might look better on the model, but you can't export the skin otherwise.

it could even contribute to the failer to load as DBP might be looking specifically for all the UV Map vertex but they're not there so it failed to load it. (perhaps)

try this... first export the model to md3 - then reload it and export again this time as an MD3 you'll find it should export find - if you export the same model inside and out of the same scene so you can retain any skeleton information. There maybe a button or something somewhere (knowing max there will be but buried) to break all UV Vertex

Wayne
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Posted: 4th Jul 2003 04:28
Raven are you saying don't weld un nessecary uv vertices or geometrical vertices, I don't weld ANY vertices in the uv window (or stitch if you will) The only vertices that get welded geometrically are the vertices that connect pelveis to torso arm to torso...etc....
I'll give that export/import/export idea a try, sounds like a collapse/reset/collapse and that can fix a lot. LOL

AIPX Rocks
Shadow Robert
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Location: Hertfordshire, England
Posted: 4th Jul 2003 06:35
it isn't the ones in the UV window you have to worry about.
it's the ones on the actual model!

for example if you created a box ... and you textured it with a standard box map, then welded all of the vertex (just to make sure) and exported that... then the MD3 export would fail to export correctly.

the point is that if you weld a vertex if it has 2 UV points, then because MD3 doesn't support more than a single UV Map it means that it only exports a single set and you'd need 2 vertex for that one point, one for one set of UV points, and the second for the other.

exporting to 3ds (as that only supports single UV's too) will solve the problem.

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