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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »3ds MAZ 2014 Blitzkreig PROBLEM

Author Topic: 3ds MAZ 2014 Blitzkreig PROBLEM (7 messages, Page 1 of 1)
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NAZgulAnass
Joined: Nov 26, 2015

The crazy guy on Halo CE


Posted: Jan 4, 2016 05:15 PM    Msg. 1 of 7       
I have copied the 4 dll into the right folder, the blitzkrief.dle in the 3ds max plugins folder, once I try to export it after writing ar_mod.jma it says don't know how to save to that file type. Why ? This blitzkrief works only for 3ds max version 6-7-8!?


Corpen
Joined: Aug 11, 2015

Sierra 612 - DIAC - "Why are we here?"


Posted: Jan 4, 2016 05:16 PM    Msg. 2 of 7       
You need to use this http://ghost.halomaps.org/bluestreak/jms/ for newer versions of max.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Jan 4, 2016 05:16 PM    Msg. 3 of 7       
Blitzkrieg does not work with Max 2014, you will have to use the JMS exporter found on the site.


NAZgulAnass
Joined: Nov 26, 2015

The crazy guy on Halo CE


Posted: Jan 4, 2016 05:19 PM    Msg. 4 of 7       
I clic on the hammer - max script- run script and than I opened the JMS exporter and when I try to save it it says there was no geometry to export D:
Edited by NAZgulAnass on Jan 5, 2016 at 05:50 AM


NAZgulAnass
Joined: Nov 26, 2015

The crazy guy on Halo CE


Posted: Jan 5, 2016 07:46 AM    Msg. 5 of 7       
ok done !
Edited by NAZgulAnass on Jan 5, 2016 at 08:08 AM


NAZgulAnass
Joined: Nov 26, 2015

The crazy guy on Halo CE


Posted: Jan 5, 2016 04:00 PM    Msg. 6 of 7       
an other problem! After exported my animation into data - weapons - ar_mod - animations and than saved it there and called it ar_mod.jms. I opened TOOL I just wrote tool animations weapons\ar_mod
it says: couldn't read map file
I can't see ### ar_mod in the tags - weapons, as a new folder called ar_mod where I should find the new animation D:, why ?
Edited by NAZgulAnass on Jan 6, 2016 at 04:39 AM


A Juicy Frank
Joined: Oct 28, 2013


Posted: Jan 6, 2016 11:19 PM    Msg. 7 of 7       
You're doing that arkaman animation tutorial, right? I'd just looked into these tutorials the other day after discovering that kornman's updated haloanimationeditor was mentioned in the tutorial, as it is literally no where else to be found on the internet. Sadly, there's no link provided to the updated version and it may be lost forever.



Regarding your issue, I'm sure it's because you saved your animation as a .jms file.

Quote: I exported my animation into data/weapons/ar_mod/animations, and then saved it there and called it ar_mod.jms.


The link provided above is for a model exporter (.jms file), but what you need is an animation exporter (.jma, .jmo, .jmr, .jmw ... files). Since you are using max 2014, you could use spoonkle's junglegym exporter http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=47033 which I use with my own 2014 max, or this older one that has worked in at least the few instances I've used it http://hce.halomaps.org/index.cfm?fid=2943.


From there, I'd suggest redoing the tutorial step by step from the beginning, as adding any extra nodes to your animation like that box named 'frame' will increase the node count in the exported animation and prevent it from being used by the default assault rifle model. I'm not sure off the top of my head whether the no geometry to export error you had is an issue only when trying to export a model, or if it persists when trying to do an animation. Either way, if you adjust node counts, the same adjustments should be made to the model being used. Stock assault rifle = stock node counts.

 

 
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