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ASM.
Mafiascene Veteran Modder


Joined: 10 Jan 2014 Posts: 332
687 Bank Notes
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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.  |
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Nicolasncg
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Joined: 02 Jul 2019 Posts: 4
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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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AMadeMan
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Joined: 23 May 2017 Posts: 400 Location: United States 565 Bank Notes
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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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Duelist
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Joined: 06 Nov 2016 Posts: 150 Location: Poland 306 Bank Notes
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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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Nicolasncg
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Joined: 02 Jul 2019 Posts: 4
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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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Joined: 06 Nov 2016 Posts: 150 Location: Poland 306 Bank Notes
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Download Link
1. 4DS import/export
2. 5DS import/export
3. 6DS import/export
4. Part of the tutorial |
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Melhior
Junior Member


Joined: 25 Dec 2014 Posts: 59 Location: Russian 608 Bank Notes
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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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huckleberrypie
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Joined: 08 Aug 2014 Posts: 213
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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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Duelist
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Joined: 06 Nov 2016 Posts: 150 Location: Poland 306 Bank Notes
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@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  |
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Melhior
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Joined: 25 Dec 2014 Posts: 59 Location: Russian 608 Bank Notes
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Duelist wrote: | @Melhior It's not a nonsense. Tick Rigid Vertices like on screen before importing animation. |
Thank you. |
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pudingus
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Joined: 20 May 2019 Posts: 16 Location: Czech Republic 35 Bank Notes
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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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huckleberrypie
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Joined: 08 Aug 2014 Posts: 213
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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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Duelist
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Joined: 06 Nov 2016 Posts: 150 Location: Poland 306 Bank Notes
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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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huckleberrypie
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Joined: 08 Aug 2014 Posts: 213
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Duelist wrote: | 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
Member


Joined: 06 Nov 2016 Posts: 150 Location: Poland 306 Bank Notes
Items
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Yes, morphs/lods are optional. It seems like it errors on texture coordinates. Can you send me this file? |
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