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World's first proper custom Mafia character
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ASM.

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PostPosted: Thu Jun 18, 2020 9:11 pm    Post subject: Re: World's first proper custom Mafia character Reply with quote

Duelist wrote:
They are gathering dust on one of my old HDDs. I'll check. And if I remember correctly I had most things done, apart from tutorials I think.

It would be really amazing if you put the scripts on Github (or some other code hosting service of your choice), even if there're still some rough edges. Smile
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PostPosted: Fri Jun 19, 2020 8:29 pm    Post subject: World's first proper custom Mafia character Reply with quote

I know it's a different topic but can you release the map from "Mafia Freeride-Expansion Country+city"? you was doing an amazing job there.
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PostPosted: Tue Jun 23, 2020 2:51 pm    Post subject: World's first proper custom Mafia character Reply with quote

Seeing Chameleon's (2005) map in Mafia was bloody amazing. I hope at some point that map expansion mod will be revived.
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PostPosted: Sat Jun 27, 2020 4:04 pm    Post subject: Re: World's first proper custom Mafia character Reply with quote

AMadeMan wrote:
Glad to know you're back and kicking. Your mods have definitely opened up eyes on the forums here.


I'm not. I'll drop some stuff and I'm mostlikely off. But who knows, I registered here with trash account only to download MWE so I could remove red gate behind Salieri's in FR. Maybe Mafia Remaster won't be a disaster.

My mod is canceled. I might show what was actually done since I think it would be a shame not to.
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PostPosted: Mon Jun 29, 2020 4:01 pm    Post subject: World's first proper custom Mafia character Reply with quote

would you release all your unfinished mods documented? please this will help the modding of mafia a lot.
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Duelist

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PostPosted: Sat Jul 18, 2020 9:10 pm    Post subject: World's first proper custom Mafia character Reply with quote

Download Link

1. 4DS import/export
2. 5DS import/export
3. 6DS import/export
4. Part of the tutorial
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PostPosted: Sun Jul 19, 2020 1:14 am    Post subject: Re: World's first proper custom Mafia character Reply with quote

Duelist wrote:
Download Link

1. 4DS import/export
2. 5DS import/export
3. 6DS import/export
4. Part of the tutorial


Many thanks for the plugins. I tested them and I have such nonsense with the model when importing animation. Why is this happening?

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PostPosted: Sun Jul 19, 2020 3:20 am    Post subject: World's first proper custom Mafia character Reply with quote

In my case I am unable to run the importer at all. The exporter does load up fine however. Tried it using 3DS Max 2020.

EDIT: Never mind, I found it. Run the script, click on MAXScript in the utilities rollout, scroll down until you see the MAXScript rollout, click on 4DS Import: v4 then click import.
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PostPosted: Sun Jul 19, 2020 7:08 am    Post subject: World's first proper custom Mafia character Reply with quote

@Melhior It's not a nonsense. Tick Rigid Vertices like on screen before importing animation.

@huckleberrypie I was going to change UI but looks like I didn't in the end.






Heh, I'm getting lower fps now than on my old PC Confused
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PostPosted: Sun Jul 19, 2020 7:38 am    Post subject: Re: World's first proper custom Mafia character Reply with quote

Duelist wrote:
@Melhior It's not a nonsense. Tick Rigid Vertices like on screen before importing animation.

Thank you.
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PostPosted: Sun Jul 19, 2020 8:48 am    Post subject: Re: World's first proper custom Mafia character Reply with quote

Duelist wrote:
Download Link

1. 4DS import/export
2. 5DS import/export
3. 6DS import/export
4. Part of the tutorial

Thanks!
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PostPosted: Sun Jul 19, 2020 9:02 am    Post subject: World's first proper custom Mafia character Reply with quote

Upon trying to export my model I end up with this error:


I purposely did not follow most of the tutorial steps as I was trying to use the skin wrap modifier. Any ideas on what else I may have done wrong?
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PostPosted: Sun Jul 19, 2020 9:18 am    Post subject: World's first proper custom Mafia character Reply with quote

Cautious Tutorial is there for a reason... Do you expect me to use my crystal ball and guess which value is missing?

Skin functions also changed a bit throughout different Max versions.
Also, is new mesh linked to bones or vice-versa (I don't remember anymore), are bones added to skin mod, is anything weighted, was prepare mesh button clicked before exporting...?

Give me output from MAXScript Listener, it provides more relevant information...
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PostPosted: Sun Jul 19, 2020 9:42 am    Post subject: Re: World's first proper custom Mafia character Reply with quote

Duelist wrote:
Cautious Tutorial is there for a reason... Do you expect me to use my crystal ball and guess which value is missing?

Skin functions also changed a bit throughout different Max versions.
Also, is new mesh linked to bones or vice-versa (I don't remember anymore), are bones added to skin mod, is anything weighted, was prepare mesh button clicked before exporting...?

Give me output from MAXScript Listener, it provides more relevant information...


Yeah, I linked them bones to the model, everything is weighted, etc. Prepare Mesh runs just fine but when it comes to exporting it outright, the script errors out.

And here's the listener log you were asking for:

Code:
-- Error occurred in anonymous codeblock; filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 26735; line: 981
-- MAXScript Rollout Handler Exception:
-- Unable to convert: undefined to type: Integer
-- MAXScript callstack:
--   thread data: threadID:8408
--   ------------------------------------------------------
--   [stack level: 0]
--   In i loop; filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 26155; line: 960
--      Parameters:
--         i: 14
--      Locals:
--         FaceVerts: undefined
--         i: 14
--         face: undefined
--         faceverts1: undefined
--         MapVert: undefined
--         MapFace: undefined
--         corrVert: undefined
--         p01: [0.076837,-0.0528233,-1.00931]
--      Externals:
--         owner: undefined
--         lodmesh: Free:lodmesh : TriMesh
--         arr: Global:arr : #()
--         normalArray: Free:normalArray : #([0.480138,0.708914,0.516632], [-0.483007,0.694001,0.533917], [3.40916,-0.234847,-0.0548309], [0.420434,0.429541,0.799205], [-0.426059,0.406058,0.808449], [-1.4432,1.98158,0.0616098], [0.104276,-2.69528,-0.464095], [0.572214,0.644924,0.506601], [0.538887,0.832441,0.129007], [-0.610172,0.777252,0.153523], [-2.21788,0.0208436,0.210245], [-4.89819,-0.400778,-0.538747], [-0.580483,0.630943,0.514733], [0,0,0], [3.87035,0.477384,0.364028], [0.97835,0.20456,-0.0314074], [0.958122,0.270714,0.0933573], [-0.961799,0.230851,0.147142], [2.23579,0.0493414,0.0840081], [-0.994298,0.0292259,0.10255], ...)
--         obj: Free:obj : $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--         f: Free:f : <BinStream:C:\Users\Samantha\Desktop\tommy.4ds>
--   ------------------------------------------------------
--   [stack level: 1]
--   called from ilod loop; filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 26736; line: 981
--      Parameters:
--         ilod: 1
--      Locals:
--         ilod: 1
--         lodmesh: TriMesh
--         objLOD: 0.0
--         lodDist: undefined
--         verts: 2550
--         normalArray: #([0.480138,0.708914,0.516632], [-0.483007,0.694001,0.533917], [3.40916,-0.234847,-0.0548309], [0.420434,0.429541,0.799205], [-0.426059,0.406058,0.808449], [-1.4432,1.98158,0.0616098], [0.104276,-2.69528,-0.464095], [0.572214,0.644924,0.506601], [0.538887,0.832441,0.129007], [-0.610172,0.777252,0.153523], [-2.21788,0.0208436,0.210245], [-4.89819,-0.400778,-0.538747], [-0.580483,0.630943,0.514733], [0,0,0], [3.87035,0.477384,0.364028], [0.97835,0.20456,-0.0314074], [0.958122,0.270714,0.0933573], [-0.961799,0.230851,0.147142], [2.23579,0.0493414,0.0840081], [-0.994298,0.0292259,0.10255], ...)
--         exNorm: false
--         faces: undefined
--         matIDs: undefined
--         midFaces: undefined
--      Externals:
--         SplitVertsByNormals: Global:SplitVertsByNormals : SplitVertsByNormals()
--         owner: undefined
--         lodMods: Free:lodMods : #()
--         skinObj: Free:skinObj : #("base")
--         useMatIDs: Free:useMatIDs : true
--         exSkin: Free:exSkin : true
--         SplitVertsByMapVerts: Global:SplitVertsByMapVerts : SplitVertsByMapVerts()
--         doSplit: Free:doSplit : false
--         exMorph: Free:exMorph : true
--         obj: Free:obj : $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--         f: Free:f : <BinStream:C:\Users\Samantha\Desktop\tommy.4ds>
--         lodobj: Free:lodobj : $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--   ------------------------------------------------------
--   [stack level: 2]
--   called from obj loop; filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 29066; line: 1071
--      Parameters:
--         obj: $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--      Locals:
--         exBBRD: false
--         numchannels: undefined
--         pA: undefined
--         dummyObj: undefined
--         tmpArray: undefined
--         objClass: Editable_mesh
--         offTest: undefined
--         q: (quat 0 0 0 1)
--         pb: undefined
--         rotAxis: undefined
--         amode: undefined
--         sectTest: undefined
--         lodMods: #()
--         sectorMesh: undefined
--         avTest: undefined
--         snapObj: undefined
--         trgt: undefined
--         nTSkip: undefined
--         flagSets: 42
--         fogTest: undefined
--         mMod: undefined
--         projTest: undefined
--         mVertArrY: undefined
--         mMatrix: undefined
--         skinObj: #("base")
--         mirrorTest: undefined
--         fID: undefined
--         shadowTest: undefined
--         targets: undefined
--         zbiasTest: undefined
--         objRot: undefined
--         numTrgts: undefined
--         BoneID: undefined
--         exSkin: true
--         sChT: undefined
--         portalMods: undefined
--         verts: undefined
--         mVertArrZ: undefined
--         faces: undefined
--         glowMods: undefined
--         mVerts: undefined
--         obj: $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--         exMorph: true
--         nTPos: undefined
--         sType: "SNGMRPH"
--         bbrdMod: undefined
--         lodobj: $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--         trgtObj: undefined
--         mods: #modifiers(Skin:Skin, MafSubtype:4DS Subtype, Morpher:Morpher)
--         mVertArrX: undefined
--         numTargets: undefined
--         mirrorMesh: undefined
--      Externals:
--         percent: Free:percent : 4.16667
--         owner: undefined
--         objNum: Free:objNum : 1
--         compareFN: Global:compareFN : compareFN()
--         parentArray: Free:parentArray : #($Editable_Mesh:base @ [0.000200,0.035779,1.081455])
--         objArray: Free:objArray : #("base", "r_thigh", "r_shin", "r_foot", "l_thigh", "l_shin", "l_foot", "back1", "back2", "back3", "neck", "r_shoulder", "r_arm", "r_elbow", "r_hand", "gun1", "l_shoulder", "l_arm", "l_elbow", "l_hand", ...)
--         Progress: Free:Progress : 0
--         WriteMString: Global:WriteMString : WriteMString()
--         boneArray: Global:boneArray : #("r_thigh", "r_shin", "r_foot", "l_thigh", "l_shin", "l_foot", "back1", "back2", "back3", "neck", "r_shoulder", "r_arm", "r_elbow", "r_hand", "l_shoulder", "l_arm", "l_elbow", "l_hand")
--         f: Free:f : <BinStream:C:\Users\Samantha\Desktop\tommy.4ds>
--         pbar: Free:pbar : ProgressBar:pbar
--   ------------------------------------------------------
--   [stack level: 3]
--   called from nowgo(); filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 48893; line: 1789
--      Parameters:
--         pbar: ProgressBar:pbar
--         file: "C:\Users\Samantha\Desktop\tommy.4ds"
--         doSplit: false
--      Locals:
--         count: 24
--         percent: 4.16667
--         scenemats: #(4DSMat5:MafMat, 4DSMat4:MafMat, 4DSMat3:MafMat, 4DSMat2:MafMat, 4DSMat1:MafMat, Material #2:MafMat, Material #3:MafMat, Material #4:MafMat)
--         objNum: 1
--         file: "C:\Users\Samantha\Desktop\tommy.4ds"
--         scenemats2: #(4DSMat5:MafMat, 4DSMat4:MafMat, 4DSMat3:MafMat, 4DSMat2:MafMat, 4DSMat1:MafMat, Material #2:MafMat, Material #3:MafMat, Material #4:MafMat)
--         MatCount: 8
--         useMatIDs: true
--         parentArray: #($Editable_Mesh:base @ [0.000200,0.035779,1.081455])
--         objArray: #("base", "r_thigh", "r_shin", "r_foot", "l_thigh", "l_shin", "l_foot", "back1", "back2", "back3", "neck", "r_shoulder", "r_arm", "r_elbow", "r_hand", "gun1", "l_shoulder", "l_arm", "l_elbow", "l_hand", ...)
--         Progress: 0
--         doSplit: false
--         f: <BinStream:C:\Users\Samantha\Desktop\tommy.4ds>
--         pbar: ProgressBar:pbar
--      Externals:
--         owner: undefined
--         sceneMaterials: SystemGlobal:sceneMaterials : #materialLibrary()
--   ------------------------------------------------------
--   [stack level: 4]
--   called from doExp.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 49980; line: 1823
--   member of: Rollout:i4exp
--      Locals:
--         file: "C:\Users\Samantha\Desktop\tommy.4ds"
--         doSplit: false
--      Externals:
--         chk_split: RolloutControl:chk_split in rollout:i4exp : CheckBoxControl:chk_split
--         owner: Rollout:i4exp
--         i4exp: Rollout:i4exp
--         nowgo: Global:nowgo : nowgo()
--         pbar: RolloutControl:pbar in rollout:i4exp : ProgressBar:pbar
--   ------------------------------------------------------
--   [stack level: 5]
--   called from top-level


Also, are morphs really optional? Maybe I'd try doing that some time but I just wanted to test things prior to actually churning out better mods.

Here's another log, btw:
Code:
-- Error occurred in anonymous codeblock; filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 26735; line: 981
-- MAXScript Rollout Handler Exception:
-- Unable to convert: undefined to type: Integer
-- MAXScript callstack:
--   thread data: threadID:8408
--   ------------------------------------------------------
--   [stack level: 0]
--   In i loop; filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 26155; line: 960
--      Parameters:
--         i: 447
--      Locals:
--         FaceVerts: undefined
--         i: 447
--         face: undefined
--         faceverts1: undefined
--         MapVert: undefined
--         MapFace: undefined
--         corrVert: undefined
--         p01: [-0.85787,-0.0442154,0.461853]
--      Externals:
--         owner: undefined
--         lodmesh: Free:lodmesh : TriMesh
--         arr: Global:arr : #()
--         normalArray: Free:normalArray : #([0.51881,-0.847537,0.111881], [0.509855,0.835972,0.202973], [0.513575,0.840782,0.171248], [-0.0620089,-0.107948,-3.89958], [0.000385174,0.989305,0.145861], [-0.0009726,0.989932,0.141539], [-0.158512,-0.97881,0.129635], [-0.740985,-0.662972,0.106816], [-0.750896,-0.656934,0.067775], [0.519016,0.839942,0.158493], [-0.190839,-0.972547,0.133166], [-0.445529,-0.884391,0.13913], [-0.707007,-0.695632,0.127422], [-0.660115,-0.744022,0.103338], [-0.712344,-0.693349,0.108779], [-0.990375,-1.33642,-0.351593], [-0.643438,-0.761199,0.0810197], [-0.520471,-0.846039,0.115447], [-0.434044,-0.889617,0.142083], [-0.245676,-0.958017,0.147808], ...)
--         obj: Free:obj : $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--         f: Free:f : <BinStream:C:\Users\Samantha\Desktop\tommy.4ds>
--   ------------------------------------------------------
--   [stack level: 1]
--   called from ilod loop; filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 26736; line: 981
--      Parameters:
--         ilod: 1
--      Locals:
--         ilod: 1
--         lodmesh: TriMesh
--         objLOD: 0.0
--         lodDist: undefined
--         verts: 2550
--         normalArray: #([0.51881,-0.847537,0.111881], [0.509855,0.835972,0.202973], [0.513575,0.840782,0.171248], [-0.0620089,-0.107948,-3.89958], [0.000385174,0.989305,0.145861], [-0.0009726,0.989932,0.141539], [-0.158512,-0.97881,0.129635], [-0.740985,-0.662972,0.106816], [-0.750896,-0.656934,0.067775], [0.519016,0.839942,0.158493], [-0.190839,-0.972547,0.133166], [-0.445529,-0.884391,0.13913], [-0.707007,-0.695632,0.127422], [-0.660115,-0.744022,0.103338], [-0.712344,-0.693349,0.108779], [-0.990375,-1.33642,-0.351593], [-0.643438,-0.761199,0.0810197], [-0.520471,-0.846039,0.115447], [-0.434044,-0.889617,0.142083], [-0.245676,-0.958017,0.147808], ...)
--         exNorm: false
--         faces: undefined
--         matIDs: undefined
--         midFaces: undefined
--      Externals:
--         SplitVertsByNormals: Global:SplitVertsByNormals : SplitVertsByNormals()
--         owner: undefined
--         lodMods: Free:lodMods : #()
--         skinObj: Free:skinObj : #("base")
--         useMatIDs: Free:useMatIDs : true
--         exSkin: Free:exSkin : true
--         SplitVertsByMapVerts: Global:SplitVertsByMapVerts : SplitVertsByMapVerts()
--         doSplit: Free:doSplit : false
--         exMorph: Free:exMorph : false
--         obj: Free:obj : $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--         f: Free:f : <BinStream:C:\Users\Samantha\Desktop\tommy.4ds>
--         lodobj: Free:lodobj : $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--   ------------------------------------------------------
--   [stack level: 2]
--   called from obj loop; filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 29066; line: 1071
--      Parameters:
--         obj: $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--      Locals:
--         exBBRD: false
--         numchannels: undefined
--         pA: undefined
--         dummyObj: undefined
--         tmpArray: undefined
--         objClass: Editable_mesh
--         offTest: undefined
--         q: (quat 0 0 0 1)
--         pb: undefined
--         rotAxis: undefined
--         amode: undefined
--         sectTest: undefined
--         lodMods: #()
--         sectorMesh: undefined
--         avTest: undefined
--         snapObj: undefined
--         trgt: undefined
--         nTSkip: undefined
--         flagSets: 42
--         fogTest: undefined
--         mMod: undefined
--         projTest: undefined
--         mVertArrY: undefined
--         mMatrix: undefined
--         skinObj: #("base")
--         mirrorTest: undefined
--         fID: undefined
--         shadowTest: undefined
--         targets: undefined
--         zbiasTest: undefined
--         objRot: undefined
--         numTrgts: undefined
--         BoneID: undefined
--         exSkin: true
--         sChT: undefined
--         portalMods: undefined
--         verts: undefined
--         mVertArrZ: undefined
--         faces: undefined
--         glowMods: undefined
--         mVerts: undefined
--         obj: $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--         exMorph: false
--         nTPos: undefined
--         sType: "SNGM"
--         bbrdMod: undefined
--         lodobj: $Editable_Mesh:base @ [0.000200,0.035779,1.081455]
--         trgtObj: undefined
--         mods: #modifiers(Skin:Skin, MafSubtype:4DS Subtype)
--         mVertArrX: undefined
--         numTargets: undefined
--         mirrorMesh: undefined
--      Externals:
--         percent: Free:percent : 4.16667
--         owner: undefined
--         objNum: Free:objNum : 1
--         compareFN: Global:compareFN : compareFN()
--         parentArray: Free:parentArray : #($Editable_Mesh:base @ [0.000200,0.035779,1.081455])
--         objArray: Free:objArray : #("base", "r_thigh", "r_shin", "r_foot", "l_thigh", "l_shin", "l_foot", "back1", "back2", "back3", "neck", "r_shoulder", "r_arm", "r_elbow", "r_hand", "gun1", "l_shoulder", "l_arm", "l_elbow", "l_hand", ...)
--         Progress: Free:Progress : 0
--         WriteMString: Global:WriteMString : WriteMString()
--         boneArray: Global:boneArray : #("r_thigh", "r_shin", "r_foot", "l_thigh", "l_shin", "l_foot", "back1", "back2", "back3", "neck", "r_shoulder", "r_arm", "r_elbow", "r_hand", "l_shoulder", "l_arm", "l_elbow", "l_hand")
--         f: Free:f : <BinStream:C:\Users\Samantha\Desktop\tommy.4ds>
--         pbar: Free:pbar : ProgressBar:pbar
--   ------------------------------------------------------
--   [stack level: 3]
--   called from nowgo(); filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 48893; line: 1789
--      Parameters:
--         pbar: ProgressBar:pbar
--         file: "C:\Users\Samantha\Desktop\tommy.4ds"
--         doSplit: false
--      Locals:
--         count: 24
--         percent: 4.16667
--         scenemats: #(4DSMat5:MafMat, 4DSMat4:MafMat, 4DSMat3:MafMat, 4DSMat2:MafMat, 4DSMat1:MafMat, Material #2:MafMat, Material #3:MafMat, Material #4:MafMat)
--         objNum: 1
--         file: "C:\Users\Samantha\Desktop\tommy.4ds"
--         scenemats2: #(4DSMat5:MafMat, 4DSMat4:MafMat, 4DSMat3:MafMat, 4DSMat2:MafMat, 4DSMat1:MafMat, Material #2:MafMat, Material #3:MafMat, Material #4:MafMat)
--         MatCount: 8
--         useMatIDs: true
--         parentArray: #($Editable_Mesh:base @ [0.000200,0.035779,1.081455])
--         objArray: #("base", "r_thigh", "r_shin", "r_foot", "l_thigh", "l_shin", "l_foot", "back1", "back2", "back3", "neck", "r_shoulder", "r_arm", "r_elbow", "r_hand", "gun1", "l_shoulder", "l_arm", "l_elbow", "l_hand", ...)
--         Progress: 0
--         doSplit: false
--         f: <BinStream:C:\Users\Samantha\Desktop\tommy.4ds>
--         pbar: ProgressBar:pbar
--      Externals:
--         owner: undefined
--         sceneMaterials: SystemGlobal:sceneMaterials : #materialLibrary()
--   ------------------------------------------------------
--   [stack level: 4]
--   called from doExp.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2020\scripts\4ds_Export_v4.ms; position: 49980; line: 1823
--   member of: Rollout:i4exp
--      Locals:
--         file: "C:\Users\Samantha\Desktop\tommy.4ds"
--         doSplit: false
--      Externals:
--         chk_split: RolloutControl:chk_split in rollout:i4exp : CheckBoxControl:chk_split
--         owner: Rollout:i4exp
--         i4exp: Rollout:i4exp
--         nowgo: Global:nowgo : nowgo()
--         pbar: RolloutControl:pbar in rollout:i4exp : ProgressBar:pbar
--   ------------------------------------------------------
--   [stack level: 5]
--   called from top-level
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Duelist

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PostPosted: Sun Jul 19, 2020 10:30 am    Post subject: World's first proper custom Mafia character Reply with quote

Yes, morphs/lods are optional. It seems like it errors on texture coordinates. Can you send me this file?
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