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  • <Please><Help Me Out>

    I currently very interested in creating custom models and costumes for machinia projects
    however i cannot get off the ground so to say as of right now i do have 3d studios max
    version 6 and current version of model viewer (some of the links in this site to japanese resources are broken or removed,) now from what i gather your supposed to convert it into a MQO file using model viewer but the thing is ive done that its just that 3dsm refuses to open it.
    As for usage tips i probably wont be asking for it now that i have a very thick book on how to use 3ds max.
    Either way any help would be appreciated thank you.

  • #2
    Re: &lt;Please&gt;&lt;Help Me Out&gt;

    If I remember correctly you need to open it up in Metasequoia and save it again. Some how 3DSM doesn't import the raw export from the modelviewr correctly. But once you saved it again in Metasequoia 3DSM will open it with no problems.

    The Golden Age of BLM

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    • #3
      Re: &lt;Please&gt;&lt;Help Me Out&gt;

      Ive come to find out that doesnt work, and saving it as a different type of file seems to destroy enough data that 3ds still cant open it. ><

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      • #4
        Re: &lt;Please&gt;&lt;Help Me Out&gt;

        wow wish i new wth he is talking about.

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        • #5
          Re: &lt;Please&gt;&lt;Help Me Out&gt;

          I want to do my editing in 3ds max, .mqo files are not working at all. Saving as different file types isnt working either including .max .3ds resaving the .mqo file as suggested isnt also working. I have version 7 of 3d max studios and version 2.3.2 of metasequoia both are registered and full use allowed.

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          • #6
            Re: &lt;Please&gt;&lt;Help Me Out&gt;

            I found a guide posted on Allakazham on this topic. Now, since I don't have a copy of 3dsMax (yet-Mwahahahah) I'm not sure how accurate it is. But anyway, here's the link:

            http://ffxi.allakhazam.com/forum.htm...75045892&num=2

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            • #7
              Re: &lt;Please&gt;&lt;Help Me Out&gt;

              Even if you're successful at getting the mqo file opened in max, don't be expecting to adding/deleting polygons and whatnot to whatever you're doing. Once you get done with it, converting it back to dat in modelviewer will just give you corrupted model. The reasoning behind that is due to the mcd file and some other things, but I won't go into detail on that.

              And I have never actually got the model I was working on in 3dsmax back into meta looking like its supposed to.

              Just use VRS if you want to create custom things. Its the only program out there that can perserve the ffxi dat files due to the plugin. It is a program in full japensese though so many sway away from it. I use that and meta together b/c working with it in max is useless.

              But continue trying if you want though lol. I just know it yielded the same result for me back when I first started modding a year or two ago. Modded a weapon in max, added/deleted polygons, save, convert to dat, model is corrupted. Still trying to find a way, but its pretty much useless since vrs can do everything I want to do with modding ffxi.

              Elite noob modder

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              • #8
                Re: &lt;Please&gt;&lt;Help Me Out&gt;

                I figured that much as the game has specifications but would like to make aeketons for norg for the machinima (movie though game engines) projects which we might have to cheat with using max to do some of the filming. (no such thing as a cutscene maker yet or a server emulator so we are going have to do this the very hard way)

                I as for that link I followed that pages directions to the dot with no success i might have the wrong version of metasequioa. I reading up how to add plugins in max 3ds in the max 3ds bible now to see if theres anything i need to do extra to make plugins register with the program.
                Last edited by Ala; 10-01-2005, 10:30 PM. Reason: mispelt word

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