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Exporter 3D MAX 9 models to D'Jinny

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username_2060185

Forum veteran
#1
Apr 14, 2008
Exporter 3D MAX 9 models to D'Jinny

Want to export 3D Max 9 models to D'Jinny easily? Visit our site for exporter module. This is official tool which unfortunately can't be find in D'Jinni archive.http://witcher.net.ru/modules.php?name=News&file=view&sid=613
 
J

jbaudrand

Senior user
#2
Apr 14, 2008
:beer: thanks!!!you rocks!!!
 
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username_2061769

Senior user
#3
Apr 14, 2008
Nice,Thx Ksandr :beer:
 
A

aggravaar

Senior user
#4
Apr 14, 2008
Thanks a lot for the exporter! Got a few questions though:You said it's the official exporter, if that's the case is this precisely the same software CDPR will release? If so: how did you guys get your hands on it? :)I've tried installing it on my 3dsmax 8, didn't work. Got lots of errors on 3dsmax startup. Will future releases support other versions and maybe even other software?The readme says I'm supposed to type the path to door_x01.mdl, but I have no such file in my Witcher folder. Or the hard drive, as a matter of fact. I've extracted everything from my .bif files, it's not there either. Where do I get it?
 
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username_2060185

Forum veteran
#5
Apr 15, 2008
That tool had to be included in D'Jinni archive. I have no idea why it wasn't. Wait a little for a small tutorial how to use it.
 
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vaernus

Senior user
#6
Apr 15, 2008
For Max 6 to 8, you can use NWmax to export models. The official exporter will only work withe Max 9. Should be some tutorials and documentation soon. :)
 
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johnblah1231

Senior user
#7
Apr 16, 2008
thanks a lot.. is there a way to import things btw? :p
 
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username_2064633

Senior user
#8
Apr 16, 2008
john1231 said:
thanks a lot.. is there a way to import things btw? :p
Click to expand...
No.This is always the problem when dealing as a modder with tools and art assets created by a developer. The developer needs no importer as they have the 3dsmaX source files on their hard drive. They did not need to import them - they created them. Accordingly, they rarely create the tools needed by a modder as the developer's workflow is very different.Currently, an importer requires an explanation of the .mdb model format and, ideally, the full .mdl format (which is *not* the same as Aura's other that with respect to most placeables) so that a maxscript/plugin to import those models can be created.A way to get around the need for an importer would be full access to the original max art files.
 
J

johnblah1231

Senior user
#9
Apr 16, 2008
RobertTrifts said:
RobertTrifts said:
thanks a lot.. is there a way to import things btw? :p
Click to expand...
No.
Click to expand...
dont ask me why but it worked for me! :p (never give up)BUT only with the price of neutrality modelsyou can export themodel via djinni as a mdl file and import it into maxloads everything but the textures (maybe converting them into tga or a max dds plugin helps?).. and im not sure it loads the animations / but the skeleton is there aswell as all the rest as for the mdb files.. sadly it seems your right.. ill still try to play around with them a bit..
 
V

vinniemc

Senior user
#10
Apr 18, 2008
Revised Max9 Official 3DS Max9 exporterI have extracted and adjusted the Official Max exporter ini files to reflect a setup that works well. I have also included a tutorial on how to setup theexporter, as well as how to export a basic model into Djinni. The link is listed below and the exporter and tutorial pdf can be downloaded from the links at the top of the page.Link;http://djinni.wikia.com/wiki/Model_ExportingYou can import a basic .mdl file using the old NWNMax plugin and you can get some .mdl (source model format) models from the temp directory created when loading the .adv module supplied with the new content, but you cannot import a .mdb (compiled model format) as of this time.Only .adv modules will allow for the source models to be extracted into .mdl format and there is no way currently to make a .adv from the current compiled module "mod" files.Hope that helps..CheersVinnieMc
 
M

macker

Senior user
#11
Apr 21, 2008
Hi! You people need contact KOTOR modding team, they doing a same thing in exporting models converting to ASCII and relised some tools.
 
E

exatrive

Senior user
#12
Apr 21, 2008
this guy has some actual information on mdl but only for KOTOR.. the info tho may be of some use to someone else..http://home.comcast.net/~cchargin/kotor/mdl_info.html is the info on the file structure.. don't know how much applies to the witchers heavy modified engine but if any of it is the same then your work could be cut in half.http://home.comcast.net/~cchargin/kotor/ actual website.
 
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Evolution101

Senior user
#13
Apr 26, 2008
These plugins, do they work forth 64-bit version of Max 9? I get some DLL errors when trying to load the plugins on startup so I'm guessing not?
 
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