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HarryO)))

Character Export Mystery

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ok so

-modeled a character

-rigged it to the skeleton as per this tutorial: http://forgottenhope.warumdarum.de/tutorials/newteammax.php

-edited the heirarchy as per that tutorial

-installed POEtools, set up paths

-applied bf2 dx materials with proper paths to textures

-named each skinned mesh segment according to tutorial

-tried exporting, the "debug" files (.dat, etc) show up, while exporting

-debug files disappear when export is "finished," no skinnedmesh or con file or any of that appears in the folder.

My maxscript listener looks like this

save()
scalesAreUniform: true
anmRange: #(0f, 40f)
anmObjs: #()
fname: S:/SteamLibrary/SteamApps/common/Battlefield 2/mods/ww1/objects/soldiers/german/root/root.dat
objs: #($Point_Helper:root_bundledMesh_root @ [0.000000,0.000000,0.000000], $Dummy:geom0 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000])
jointNodeTypes: #(BoneGeometry, Pyramid)
BF2SortSkeParts: #($Point_Helper:root_bundledMesh_root @ [0.000000,0.000000,0.000000], $Dummy:geom0 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000])
validMeshIDs: #()
animatedNodeNames: #()
convertTechniques: "C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\bin\release\bf2Materials.exe" -applyTechniques "S:/SteamLibrary/SteamApps/common/Battlefield 2/mods/ww1/objects/soldiers/german/root/Meshes/root.bundledmesh"

SkinnedMesh ... Getting skeleton bones for mesh: R_pink_3
WARNING: R_pink_3 has undefined .fxFilename
SkinnedMesh ... Getting skeleton bones for mesh: R_pink_END
WARNING: R_pink_END has undefined .fxFilename
animatedNodeNames: #()
convertTechniques: "C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\bin\release\bf2Materials.exe" -applyTechniques "S:/SteamLibrary/SteamApps/common/Battlefield 2/mods/ww1/objects/soldiers/german/Meshes/test_german.skinnedmesh"

here's the file if anyone can tell me what's going wrong

http://puu.sh/3UTOY.max

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first - change your 3pskeleton dummy name from ske::3p_setup to ske:root_skeleton

second - connect arm meshes to your geom0 lod0 and skin them with 1p skeleton

Edited by xpack3

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