WollieWoltaz
Mortal
posted 10 September 2017 03:20 PM
EDT (US)
3 / 22
This model does not have any animations nor textures so you can't do anything with this in AoM.
But i guess you just trying to get a model in game and see if you can figure out the method.
I don't send you the .brg file because it's more work then I thought and i don't have time for it so I will explain to you what you must do.
The model is settup into lots of different meshes and all those meshes are in editable poly. You must convert ALL those seperate meshes to editable mesh.
Left click a mesh - convert to - convert to editable mesh.
(Then you will see in the modifiers tab at the right top corner "editable mesh")
You must put that above the editable poly.
Then you need to aply a skin modifier to all of those meshes if i remember correctly. You can do that by searching it in the modifier list it's called "skin".
Then try to export again.
If it still doesn't work let me know.
It's a lot to explain it via the forums but this is roughly what you should do.
WollieWoltaz
Mortal
posted 12 September 2017 11:32 AM
EDT (US)
7 / 22
I can not open the .Max file because I use an older version of 3ds max. That leads me to a question for you.. What 3ds max version are you using?
I know for a fact that the AMP-script only works for 3ds max 2015 and 2016. NOT for 2017.
There is an option to export your model as an .fbx file. This kind of file is easy to use and can be imported in my version for so far i know of.
Click Max (top left corner) - export - Choose a filename - save as type (Autodesk .FBX) - enter.
Afer that the FBX exporter program should come up, this is what you need to have checked:
Current preset: User defined
Embed Media: Chekced
Advanced Options:
Units - Automatic
Axis Conversion - Y-up
Then press oke and it should export.
Send me the file again.
Regards,
WollieWoltaz
Mortal
posted 15 September 2017 02:38 AM
EDT (US)
13 / 22
Are you using the Extended Edition on steam? If so.... then you've should have said that earlier because EE can't handle to many polygons and vertices that a model has. I can get that to work for you also...And istead of the protox.xml it uses the proto2.5.xml. So on what version are you?
WollieWoltaz
Mortal
posted 15 September 2017 10:36 AM
EDT (US)
15 / 22
Sorry but now I still don't know what version your playing. Do you want this model for Age of Mythology:The Titans or for Age of Mythology:Extended Edition (steam version)??
And using the static model for different anim actions is possible yes. Just add in a walk/bored/attack etc... section. If you don't know how i'll do it for you so you have a refference.
Nosol
Mortal
posted 15 September 2017 02:36 PM
EDT (US)
16 / 22
I am playing the Extended Edition version or Steam. I also tried exporting the materials to the material folder in Age of Mythology but it didn't work and I don't see any file for the T-34.
WollieWoltaz
Mortal
posted 17 September 2017 02:13 PM
EDT (US)
19 / 22
No problem, you can press K to make the unit smaller but not perminant for that you have to use 3ds max.
In 3ds max press ctrl-A to select everything
press "select and uniform scale" then a little scaling triangle show up on the model then you can drag your mouse to scale it.
Be sure to reset him on the same axis. It must be in the center of the viewport. You can select - drag your model. This needs to be done otherwise your model isn't at the mouse center in editor.
Could be that you need to have an animation length. My guess is that you don't have a good protox entry for the handattack.
You have to define it in there as well.
And no i can't help you with making a attack animation. You have to read some tutorials on that one.
Nosol
Mortal
posted 18 September 2017 11:39 PM
EDT (US)
22 / 22
Thanks so much! I really appreciate all the help.