Hello epvp,
today is the day I release something that many Metin2 modders have awaited for a very long time: my "MDE Tool" to import and export MDE meshes into 3DS Max.
The script is released under the [Only registered and activated users can see links. Click Here To Register...]: it is in maxscript (.ms), a very powerful scripting language which is integrated in 3DS Max and allows automation of tasks: it has both a GUI and the chance to create new menu items to load and save this kind of files.
It's very easy to use and requires no knowledge of the format itself (it's all handled internally), the only constraint is meshes need to be of the "Editable mesh" kind to be exported correctly.
Short import guide:
Go to the "Maxscript" menu > "Run Script..." and browse to the .ms file you downloaded. A GUI like this should appear:
[Only registered and activated users can see links. Click Here To Register...]
Click on the "Import MDE" button and browse to the file you want to open:
[Only registered and activated users can see links. Click Here To Register...]
The file will be loaded. It might take some time depending on its complexity and weight, and 3DS Max might hang for a while: just wait for a bit and you will see the meshes displayed in the viewport.
[Only registered and activated users can see links. Click Here To Register...]
That's it! You will have the MDE file along with its animation (frames are adjusted automatically) loaded in 3DS Max, and you can now edit it (keep in mind that every frame is independent due to the MDE format itself).
Exporting is so easy that I won't even explain it... xD
Download is available [Only registered and activated users can see links. Click Here To Register...].
Credits: martysama0134 for the Unwrap_UVW fix (sometimes texture animations didn't work).
Enjoy!
today is the day I release something that many Metin2 modders have awaited for a very long time: my "MDE Tool" to import and export MDE meshes into 3DS Max.
The script is released under the [Only registered and activated users can see links. Click Here To Register...]: it is in maxscript (.ms), a very powerful scripting language which is integrated in 3DS Max and allows automation of tasks: it has both a GUI and the chance to create new menu items to load and save this kind of files.
It's very easy to use and requires no knowledge of the format itself (it's all handled internally), the only constraint is meshes need to be of the "Editable mesh" kind to be exported correctly.
Short import guide:
Go to the "Maxscript" menu > "Run Script..." and browse to the .ms file you downloaded. A GUI like this should appear:
[Only registered and activated users can see links. Click Here To Register...]
Click on the "Import MDE" button and browse to the file you want to open:
[Only registered and activated users can see links. Click Here To Register...]
The file will be loaded. It might take some time depending on its complexity and weight, and 3DS Max might hang for a while: just wait for a bit and you will see the meshes displayed in the viewport.
[Only registered and activated users can see links. Click Here To Register...]
That's it! You will have the MDE file along with its animation (frames are adjusted automatically) loaded in 3DS Max, and you can now edit it (keep in mind that every frame is independent due to the MDE format itself).
Exporting is so easy that I won't even explain it... xD
Download is available [Only registered and activated users can see links. Click Here To Register...].
Credits: martysama0134 for the Unwrap_UVW fix (sometimes texture animations didn't work).
Enjoy!