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May 22, 2013, 12:08pm





Dead Rising 2/OTR PC Mods :: Dead Rising 2: Off The Record Modding (PC) :: Modding Tools :: [MaxScript] Model Exporter
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metzger28
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 Re: [MaxScript] Model Exporter
« Reply #240 on Mar 16, 2012, 4:50pm »

I understand. Either way I am really interested in getting the environments out of the first game. I'll dig around and see what I can find. maybe Mariokart will chime in.

I know this game suffers from a pretty small mod community - quite simply it's following on PC isn't all that big, and even I haven't even had the resources or time to get into it until now even though it's been out a while, but I still have hope something can be figured out.
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Posted using the ProBoards Mobile App[MaxScript] Model Exporter
« Reply #241 on Mar 16, 2012, 5:07pm via the ProBoards Mobile App »

The community is extremely small. The wiki community is small enough but when you factor in how many people are modding the game the number of people drops even more.
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 Re: [MaxScript] Model Exporter
« Reply #242 on May 28, 2012, 9:31am »


Mar 16, 2012, 12:19am, onyxgalaxy wrote:
I have 3ds 2012 x64 & i run your script ( DR2OTR_INJECTOR_V4 ) menu will appear but when i want to import model this message will appear ( -- runtime error : array index must be positive number , got : 0.0
please help me to do this.


I am having the same issue, but as mentioned, does this only work for OTR files? Is it possible to import files between DR2 and OTR? I'm using Max 2010.
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 Re: [MaxScript] Model Exporter
« Reply #243 on May 28, 2012, 12:04pm »


May 28, 2012, 9:31am, notaboutu wrote:

Mar 16, 2012, 12:19am, onyxgalaxy wrote:
I have 3ds 2012 x64 & i run your script ( DR2OTR_INJECTOR_V4 ) menu will appear but when i want to import model this message will appear ( -- runtime error : array index must be positive number , got : 0.0
please help me to do this.


I am having the same issue, but as mentioned, does this only work for OTR files? Is it possible to import files between DR2 and OTR? I'm using Max 2010.

The script only works for OTR models as of now.It won't be getting support for DR2 any time soon as Mario is never on here now.He hasn't been on in months.
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 Re: [MaxScript] Model Exporter
« Reply #244 on Jul 1, 2012, 5:40am »

Ok guys I need help here as I have been using the script and I got on well with it.But now I am at the textures part of this model rigging.I follwed mario's tut and saved the file in the textures folder of the model I am rigging over in OTR.But when I reload the scene to pick up the textures the activate all maps option doesn't show up for me.I am using 3ds max 2010 by the way.So if someone could tell me where the activate all maps option is in 3ds max 2010 or help me fourther I would be grateful as this texture part is the only thing stopping me right now.

Edit:I figured it out XD the options in 3ds max 2010 are set out differently as opposed to mario's version of 3ds max.All is good now anyway.
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 Re: [MaxScript] Model Exporter
« Reply #245 on Jul 2, 2012, 8:53pm »


Jul 1, 2012, 5:40am, solidcal wrote:
Ok guys I need help here as I have been using the script and I got on well with it.But now I am at the textures part of this model rigging.I follwed mario's tut and saved the file in the textures folder of the model I am rigging over in OTR.But when I reload the scene to pick up the textures the activate all maps option doesn't show up for me.I am using 3ds max 2010 by the way.So if someone could tell me where the activate all maps option is in 3ds max 2010 or help me fourther I would be grateful as this texture part is the only thing stopping me right now.

Edit:I figured it out XD the options in 3ds max 2010 are set out differently as opposed to mario's version of 3ds max.All is good now anyway.


Could you explain the difference in case someone comes across the same problem?
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 Re: [MaxScript] Model Exporter
« Reply #246 on Jul 10, 2012, 4:41pm »

Hey guys, I'm going to sign up for the Student Edition of 3DS Max. What's the version that's most compatible with this tool? 2010, 11, 12 or 13?
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 Re: [MaxScript] Model Exporter
« Reply #247 on Jul 10, 2012, 11:53pm »

I have the newest version and it works fine.
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 Re: [MaxScript] Model Exporter
« Reply #248 on Jul 11, 2012, 7:58am »

I use 2011 and I get errors every once and a while during the exporting parts step
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 Re: [MaxScript] Model Exporter
« Reply #249 on Jul 11, 2012, 10:38pm »

Got 2013.

Going to see if I can rework the script to spit out Case Zero textures.
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solidcal
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 Re: [MaxScript] Model Exporter
« Reply #250 on Jul 12, 2012, 1:37am »


Jul 11, 2012, 10:38pm, maddacheeb wrote:
Got 2013.

Going to see if I can rework the script to spit out Case Zero textures.

lt would be wsome if you can get it to do that. :)
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 Re: [MaxScript] Model Exporter
« Reply #251 on Jul 12, 2012, 2:52am »

This thread is so clogged I can't tell which version of his script is the newest. Can someone send me theirs? I Would greatly appreciate it.
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 Re: [MaxScript] Model Exporter
« Reply #252 on Jul 12, 2012, 11:30am »


Jul 12, 2012, 2:52am, maddacheeb wrote:
This thread is so clogged I can't tell which version of his script is the newest. Can someone send me theirs? I Would greatly appreciate it.


I posted the latest one that I was told on the first post
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 Re: [MaxScript] Model Exporter
« Reply #253 on Jul 12, 2012, 12:23pm »

Thanks tom.

Edit: turns out 2013 is the unicode version and as such, all current 3DSMax plugins that are not built for 2013 do not work.

I am downloading 2012 now.
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 Re: [MaxScript] Model Exporter
« Reply #254 on Jul 12, 2012, 1:11pm »


Jul 12, 2012, 12:23pm, maddacheeb wrote:
Thanks tom.

Edit: turns out 2013 is the unicode version and as such, all current 3DSMax plugins that are not built for 2013 do not work.

I am downloading 2012 now.


wow, that sucks
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