
S12Spark
Joined: Apr 25, 2015
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Posted: Jul 27, 2016 05:13 PM
Msg. 1 of 5
Alright, if I import a BSP into gmax using aether to extract the model and then open gmax and use the wavefront obj importer and import it, and then go to fix materials, absolutely nothing happens. If I use a different tool to extract the bsp such as the one made by jahrain, then import it and use the script that came with it to fix the BSP, this is what I get so what can I do to import a BSP into gmax and have the materials be fixed? Any idea on what tool I can use or how I can fix this? and yes I know I could just import tutorial using the original data files, but this was just as an example. Edited by S12Spark on Jul 27, 2016 at 05:13 PMEdited by S12Spark on Jul 27, 2016 at 05:14 PM
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jul 27, 2016 06:04 PM
Msg. 2 of 5
This popup here is just a generic error message, that it encountered an error in the script. Along with that window, there should be a second box that pops up (as long as its not an encrypted max script), that will have some highlighted text, that will show the actual action the max script was trying to preform when it failed.
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S12Spark
Joined: Apr 25, 2015
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Posted: Jul 27, 2016 06:14 PM
Msg. 3 of 5
Erm, let me check, nothing popped up but I assume you mean what was going on in max listener? let me try it again to get that error message. Welcome to MAXScript.
Read 1311 verts, 984 faces. Error: Cannot find material file C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\data\levels\test\tutorial\"Material_tutorial.mtl" "Import completed." -- Error occurred in i loop -- Frame: -- getNumSubMtls: undefined -- i: 1 -- unassigned: undefined -- s: $Editable_Mesh:tutorial @ [0.000000,0.000000,0.000000] -- called in FixBtn() -- Frame:
I assure you material_tutorial.mtl is there. Nothing is actually popping up other than that one window, then I had to manually go into max script listener and copy and paste those lines. I see what you mean actually, I just tried another script and got two windows that popped up, one saying --Unknown Property: "material" in undefined, and then this window popped up --Made By FireScythe for Jahrains BSP Exporter meditMaterials[1] = Multimaterial () actionMan.executeAction 2 "1101" -- Material Editor: Pick Material from Object meditMaterials[1] = $Converted_By_Jahrains_BSP_Tag_Converter.material
for i=1 to meditMaterials[1].materialList.count do ( meditMaterials[1].materialList.showinviewport = true meditMaterials[1].materialList.diffuseMap.alphaSource = 2 ) Edited by S12Spark on Jul 27, 2016 at 06:24 PM
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jul 27, 2016 06:32 PM
Msg. 4 of 5
I see two potential issues; one is how it shows it quoting the mtl file... Normally, quoting files, is about dealing with spaces in file names (treating it as a single unit), but your file path has spaces elsewhere that arent quoted... I'm pretty sure gmax, and 3dsmax would understand what do to, but the fact its quoting is suspicious; you should try putting it somewhere like directly in C:\ so there isn't any spaces in the file path.
The other potential issue, is the fact you're on a modern operating system, and UAC is dead set against people writing files where they want them. There is a Virtual Store thing, that holds files written to directories without administrative privileges. You might want to look up that, to make sure your file is really where you think it is.
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S12Spark
Joined: Apr 25, 2015
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Posted: Jul 27, 2016 06:39 PM
Msg. 5 of 5
Ah, makes sense, thanks for the help, I'll try out both of those things, thank you.
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