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 Forum index » Modding Central » Command & Conquer 3 Editing Forum
w3x importer
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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Mon Jul 20, 2009 2:19 pm    Post subject:  w3x importer Reply with quote

I made a script to import all the w3x files that come with the Sample Art Pack 1. Dunno if someone is interested but I have it so why not share it ^^
It imports this features of the model:
#Basic Meshes
#Influenced Meshes
#UVW Map
#OOBoxes
#Pivots
#Shader
If you are interested in additional features like importing animations leave a post and I will see what I can do




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JJ_
Light Infantry


Joined: 12 Sep 2008

PostPosted: Tue Jul 21, 2009 10:59 am    Post subject: Reply with quote

This is indeed quite useful, and yea, I am interested in importing animations.

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ravage
Soldier


Joined: 16 Jul 2005

PostPosted: Thu Jul 23, 2009 3:19 am    Post subject: Reply with quote

keep the good work Smile

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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Mon Sep 13, 2010 4:32 am    Post subject: Reply with quote

Hey Asuka, how about new version of w3x importer with importing animations?
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man
Guest




PostPosted: Wed Sep 15, 2010 4:57 pm    Post subject: Reply with quote

I am in favor for importing w3x animations into 3dsmax.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Thu Sep 16, 2010 3:16 am    Post subject: Reply with quote

What would rock is the ability to import into 3DSMax the KW models with animations and all then export them for C&C3...

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Thu Oct 21, 2010 2:39 am    Post subject: Reply with quote

I modified Asuka's W3X Importer a little bit. You can get it here:
http://bibber.bplaced.net/index.php?action=download&id=22

Fixed some things. Importing single meshes is now possible and it is shown what shaders and textures are missing when importing a model.

W3DCollisionBox, W3DMesh and W3DContainer tags of a model have to be in the same file.
W3DAnimation is not supported.
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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Fri Nov 19, 2010 12:45 pm    Post subject: Reply with quote

I did new hack for it. Now this support Skin modifier and W3D Skin


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w3x_importer_1106.zip
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ravage
Soldier


Joined: 16 Jul 2005

PostPosted: Fri Nov 19, 2010 12:49 pm    Post subject: Reply with quote

wow, so we don't need to bind the bones again?

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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Fri Nov 19, 2010 12:52 pm    Post subject: Reply with quote

yes =) and animation importing is coming
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ravage
Soldier


Joined: 16 Jul 2005

PostPosted: Fri Nov 19, 2010 3:11 pm    Post subject: Reply with quote

now let hope a animation extractor will be created so we can use the other animations in game...

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Madin
Cyborg Artillery


Joined: 05 Apr 2009

PostPosted: Sat Nov 20, 2010 11:19 am    Post subject: Reply with quote

Great work!
Really great work!

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Nov 20, 2010 12:01 pm    Post subject: Reply with quote

ravage wrote:
now let hope a animation extractor will be created so we can use the other animations in game...


Uh, Bibbers Asset Extractor can extract them just fine for quite a while now Wink


@ Katz
Nice work! Shocked
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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Sat Nov 20, 2010 7:24 pm    Post subject: Reply with quote

i have found a bug - if model have unrigged parts, script will incorrectly apply skin modifier on it


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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Fri Nov 26, 2010 7:55 pm    Post subject: W3X Importer with Skin and Animation Reply with quote

Yes! I did it! Animation importer finally implemented. Not brilliant but very very fine.


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w3x_importer_11013.zip
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Updated version with some code fixes

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Fri Nov 26, 2010 9:38 pm    Post subject: Reply with quote

Wow, good job! Excellent work!
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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Sat Nov 27, 2010 8:53 am    Post subject: Reply with quote

HOTFIX. I found fundamental bug in code

Only one axis translation per bone was used. FIXED

Next build fixes:
Fix unrigged mesh rotation.


w3x_importer_11014.zip
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Madin
Cyborg Artillery


Joined: 05 Apr 2009

PostPosted: Sat Nov 27, 2010 8:56 pm    Post subject: Reply with quote

Brilliant work!
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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Sun Nov 28, 2010 11:11 am    Post subject: Reply with quote

Last build (i hope)

Fixed some little bugs in code
Fixed unrigged meshes rotations


w3ximp11015.jpg
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w3x_importer_11015.zip
 Description:
Fixed some little bugs in code
Fixed unrigged meshes rotations

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 Filename:  w3x_importer_11015.zip
 Filesize:  7.37 KB
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Nov 28, 2010 4:01 pm    Post subject: Reply with quote

ha,ha,ha, awsome stuff guys. So this imports from RA3,C&C3, and C&C4?
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Nov 28, 2010 4:17 pm    Post subject: Reply with quote

Awesome, who's doing the Renegade mod now?
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Nov 28, 2010 6:24 pm    Post subject: Reply with quote

So wait, does this importer work with any 3dsMax program? Like can I run this script with 3dsMax2011 and import the models and stuff without any ModSDK installed?
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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Sun Nov 28, 2010 7:09 pm    Post subject: Reply with quote

no. this will not work correctly without modsdk installed
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Nov 28, 2010 8:13 pm    Post subject: Reply with quote

awwww, that frickin figures. guess I'm crap out of luck again! Sad
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Nov 29, 2010 10:32 pm    Post subject: Reply with quote

Well I somehow managed to get the RA3 ModSDK to work in max2011, well everything but the stubborn max2w3d.dle file which I really dont need at the moment anyway.
But my main question here is what files do I need to extract to get the models imported into Max? Is it the Static, Static l, and Staic m manifests? and do I extrct them to the RA3 ModSDK folder?

[Edit] So I got all the RA3 models extracted, W3DMesh,W3DCollision,W3DHierarchy,etc.etc. But it wont import them properly, everytime I try to import a model the only thing that shows up is a bunch of gengons "bones i'm assuming" but no actual model. Is there something I'm missing/not doing correctly?

I did however get it to properly import the GunShip and Warrior models that are in the ModSDK, but thats about it.
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 03, 2010 2:45 am    Post subject: Reply with quote

I'm one step closer to getting everything working for Max10/11. As of now I can only manage to import SimpleMesh.


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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Fri Dec 03, 2010 11:53 am    Post subject: Reply with quote

Cranium wrote:
But it wont import them properly, everytime I try to import a model the only thing that shows up is a bunch of gengons "bones i'm assuming" but no actual model. Is there something I'm missing/not doing correctly?

Bibber wrote:
W3DCollisionBox, W3DMesh and W3DContainer tags of a model have to be in the same file.


And ... max2w3d.dle is the plugin that provides the exporter and its functions. You can get the importer working if you kick all the commands that require the exporter plugin.
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Katz
Disk Thrower


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Fri Dec 03, 2010 1:24 pm    Post subject: Reply with quote

This tool will merge bunch of W3DMesh and W3DCollisionBox from provided path into single W3DContainer. And will aslo restore the Includes section.


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makeskn_latest.zip
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Madin
Cyborg Artillery


Joined: 05 Apr 2009

PostPosted: Fri Dec 03, 2010 5:17 pm    Post subject: Reply with quote

This is not stop!
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samirabaza
Vehicle Driver


Joined: 29 Mar 2010
Location: Egypt

PostPosted: Fri Dec 10, 2010 10:27 am    Post subject: w3ximp11015 and makeskn Reply with quote

katz great work both w3ximp11015 and makeskn are amazing
ju-jin nice try as always i always loved your tools bibber
any way the tools are great with simple units but still need some development for upgrading units like AUIFV from RA3 it only can import the primary stat and it cannot import the other upgrades
also when using makeskn the AUIFV_SKN.w3x contains the upgrades but do not show them
alright i mad some analysis to the w3x files and i found that AUIFV_COL_CTR.w3x in the <W3DContainer></W3DContainer> tag
contains only <SubObject> and <SubObject> while <W3DContainer></W3DContainer> tag in AUIFV_SKN.w3x contains all the upgrades subobjects i think this may help katz for the development





AUIFV.rar
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here is the test i did

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 Filename:  AUIFV.rar
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Last edited by samirabaza on Fri Dec 10, 2010 1:38 pm; edited 2 times in total

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Saref
Cyborg Soldier


Joined: 26 Nov 2008
Location: Earth

PostPosted: Fri Dec 10, 2010 10:55 am    Post subject: Reply with quote

And how i can make it work? I don't understand

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samirabaza
Vehicle Driver


Joined: 29 Mar 2010
Location: Egypt

PostPosted: Fri Dec 10, 2010 1:54 pm    Post subject: Reply with quote

Quote:
And how i can make it work? I don't understand


simple
just extract the hole unite sources from staticstream.big of the installation folder using bibber latest tools to a folder then use katz's makeskn.exe in dos/cmd mode
Code:
makeskn [folder]

finally in 3ds max 9 go to utilities>maxscripts and run the max script and dont forget to choose the fx and texture directories then import Hierarchy choose the file ends with _COL_HRC.w3x then the container ends with _COL_CTR.w3x

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 10, 2010 3:08 pm    Post subject: Reply with quote

samirabaza wrote:
choose the file ends with _COL_HRC.w3x then the container ends with _COL_CTR.w3x


I unpacked/extracted all the assets/sources from staticstream and I dont see anything that ends with these _COL_HRC.w3x / _COL_CTR.w3x. Or is this what the makeskn.exe does?

and I cant get the makeskn.exe to run/work either. Any chance you could post step by step instructions on this? It would be much appreciated.
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samirabaza
Vehicle Driver


Joined: 29 Mar 2010
Location: Egypt

PostPosted: Fri Dec 10, 2010 3:30 pm    Post subject: Reply with quote

Cranium wrote:
samirabaza wrote:
choose the file ends with _COL_HRC.w3x then the container ends with _COL_CTR.w3x


I unpacked/extracted all the assets/sources from staticstream and I dont see anything that ends with these _COL_HRC.w3x / _COL_CTR.w3x. Or is this what the makeskn.exe does?

and I cant get the makeskn.exe to run/work either. Any chance you could post step by step instructions on this? It would be much appreciated.

makeskn works under dos so you have to go to start-->run--> then type cmd then press ok
extract makeskn archive file to a folder then navagate to it using command
Code:
cd makeskn_latest\makeskn\obj\Release

then type
Code:
makeskn [path of the source files]

and press enter
you will see a message like the one shown here

then all w3x files marged to the only needed files
any questions plz feal free to contact me
Smile
salam/Peace be upon you

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 10, 2010 8:07 pm    Post subject: Reply with quote

So, o.k. if the file of the makeskn is C:\makeskn_latest and the file where the assets are is C:\airfield, then I type in C:\makeskn_latest\makeskn\obj\Release\makeskn [C:\airfield]?

But the thing is cmd prompt always starts me out with this
C:\Documents and Settings\Desktop>

What am I doing wrong?
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samirabaza
Vehicle Driver


Joined: 29 Mar 2010
Location: Egypt

PostPosted: Fri Dec 10, 2010 8:24 pm    Post subject: Reply with quote

Cranium wrote:
So, o.k. if the file of the makeskn is C:\makeskn_latest and the file where the assets are is C:\airfield, then I type in C:\makeskn_latest\makeskn\obj\Release\makeskn [C:\airfield]?

But the thing is cmd prompt always starts me out with this
C:\Documents and Settings\Desktop>

What am I doing wrong?

to go to c:\ prompt you need this command
Code:
cd\

to know all about any dos command simply type /? after it for help
also search windows help for command-line
to know all about dos commands

in your case type these lines one after another (each line is a command press enter after it)
Code:
cd\
cd C:\makeskn_latest\makeskn\obj\Release\
makeskn c:\airfield

to exit cmd type exit then press enter

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 10, 2010 10:53 pm    Post subject: Reply with quote

believe it or not, I've actually never, ever used cmd prompt. So you'll have to pardon my lack of knowledge on this matter. But I got it to work now. Thanks a whole bunch man.

and I actually learned something new today. Very Happy


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Saref
Cyborg Soldier


Joined: 26 Nov 2008
Location: Earth

PostPosted: Sat Dec 11, 2010 1:21 am    Post subject: Reply with quote

Also you can made these with using .bat files.

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Sat Dec 11, 2010 9:48 am    Post subject: Reply with quote

Cranium wrote:
believe it or not, I've actually never, ever used cmd prompt. So you'll have to pardon my lack of knowledge on this matter. But I got it to work now. Thanks a whole bunch man.

and I actually learned something new today. Very Happy

Then just drag + drop the folder on the .exe, its the same Wink
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samirabaza
Vehicle Driver


Joined: 29 Mar 2010
Location: Egypt

PostPosted: Sat Dec 11, 2010 10:16 am    Post subject: Reply with quote

Ju-Jin wrote:
Cranium wrote:
believe it or not, I've actually never, ever used cmd prompt. So you'll have to pardon my lack of knowledge on this matter. But I got it to work now. Thanks a whole bunch man.

and I actually learned something new today. Very Happy

Then just drag + drop the folder on the .exe, its the same Wink

OK Ju-Jin
thanks i have learned something new too
but i still in love with CMD Smile

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Sat Dec 11, 2010 11:10 pm    Post subject: Reply with quote

cmd is very useful, but imo not when you just want to use a file or folder as a parameter, darg+drop is just easier/faster then.
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jnk
Civilian


Joined: 15 Dec 2010

PostPosted: Wed Dec 15, 2010 6:52 pm    Post subject: Reply with quote

Hello, I've just been curious if there are any changes between TW and KW models. I seem to have more or less no issue importing various stuff from the former in max or the w3x viewer but some KW models come out with a completely borked mesh and don't really seem to show up in viewer.

Uh namely been trying to take a look at the zone raider for instance. I'm guessing the models comes out wrong because it shares some assets with other files or something.

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Madin
Cyborg Artillery


Joined: 05 Apr 2009

PostPosted: Fri Jan 14, 2011 3:20 am    Post subject: Reply with quote

I tried using the RA3 radiation death model and animation and it just doesn't work properly.
The model shows up, and there is some movement to indicate that it is trying to do the death animation, but it does not happen*.

This in itself is no big deal, sometimes things don't work, except it works just fine in W3X viewer. That's what irritates the hell out of me!

Some Death code
Code:
<ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING DEATH_5">
          <Model Name="ChemDeath_SKN" />
          <!--<ParticleSysBone BoneName="None" FXParticleSystemTemplate="RadiationPuddle" FollowBone="true" xmlns="uri:ea.com:eala:asset" />-->
          <!--<ParticleSysBone BoneName="None" FXParticleSystemTemplate="RadiationSplash" FollowBone="true" xmlns="uri:ea.com:eala:asset" />-->
          <!--<ParticleSysBone BoneName="None" FXParticleSystemTemplate="RadiationLightSmall" FollowBone="true" xmlns="uri:ea.com:eala:asset" />-->
        </ModelConditionState>


Code:
<SlowDeath id="ModuleTag_RadiationDeath" DeathFlags="DEATH_5" SinkDelay="7s" SinkRate="2.4" DestructionDelay="8.5s">
        <DieMuxData DeathTypes="POISONED" DeathTypesForbidden="EXTRA_2 EXTRA_3 EXTRA_4" />
        <Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS" />
      </SlowDeath>



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 15, 2011 3:03 am    Post subject: Reply with quote

Was wondering if one of you guys "if you have some free time" if you could please see if you can import this into 3dsmax properly. I just dont know if I'm still doing stuff wrong or what. Or it could even be that I'm using Max2010/2011. But it seems no matter what, I cant get either Importer to properly import w3x files. They all come out so whacked outta shape I cant even tell what it is. I dropped this onto the makeski.exe and it said everything was successful, so I dont know. Just try for me, Please. Thanks in advance.

Another thing is the CNC Extractor dosent allow me to extract the animation sources just the assets. Is that normal? just asking cause when i choose ImportAnimation using the Importer it looks for a .w3x file.


Parachute w3x.rar
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 Filename:  Parachute w3x.rar
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Madin
Cyborg Artillery


Joined: 05 Apr 2009

PostPosted: Sat Jan 15, 2011 5:59 pm    Post subject: Reply with quote

Cranium wrote:
Was wondering if one of you guys "if you have some free time" if you could please see if you can import this into 3dsmax properly. I just don't know if I'm still doing stuff wrong or what. Or it could even be that I'm using Max2010/2011. But it seems no matter what, I cant get either Importer to properly import w3x files. They all come out so whacked outta shape I cant even tell what it is. I dropped this onto the makeski.exe and it said everything was successful, so I don't know. Just try for me, Please. Thanks in advance.

Another thing is the CNC Extractor doesn't allow me to extract the animation sources just the assets. Is that normal? just asking cause when i choose ImportAnimation using the Importer it looks for a .w3x file.

There is something wrong with the W3X.
W3X viewer refuses to open it, it shows this error:
Code:
Critical: XML validation error encountered in 'c:\program files\electronic arts\
command & conquer 3\mod sdk\art\np\npparachute_skn.w3x' near line 259:
   The element 'W3DMesh' in namespace 'uri:ea.com:eala:asset' has invalid child
element 'Vertices' in namespace 'uri:ea.com:eala:asset'. List of possible elemen
ts expected: 'Normals, Tangents, Binormals, VertexColors, TexCoords, BoneInfluen
ces, ShadeIndices, Triangles' in namespace 'uri:ea.com:eala:asset'.

Press ENTER to exit


Needless to say I also got a jumbled mess when I tried to import it into Max 9.

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Ju-Jin
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Joined: 23 Mar 2009
Location: Germany

PostPosted: Sat Jan 15, 2011 6:03 pm    Post subject: Reply with quote

Seems it has 3+ Vertices entries then..
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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 15, 2011 7:57 pm    Post subject: Reply with quote

Ju-Jin wrote:
Seems it has 3+ Vertices entries then..


So what does that mean, I'm not gonna be able to import the parachutes? Could it be that theres no W3DCollision files associated with the parachutes?
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ravage
Soldier


Joined: 16 Jul 2005

PostPosted: Sun Jan 16, 2011 7:49 am    Post subject: Reply with quote

i'm doing RA3 parachutes too. NPPARACHUTE_SKL.w3x, NPPARACHUTE_SKN.CHUTE.w3x, NPPARACHUTE_SKN.STRINGS.w3x, NPPARACHUTE_LAND.w3x are extracted, looks fine in W3Xviewer, but i can only import the skl and anim to 3DSMAX9, the hierarchical model and mesh are not shown.


edit:nevermind, everything works fine now. you must import skeleton first, then simple mesh, then animation(skl then anim).

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sun Jan 16, 2011 3:05 pm    Post subject: Reply with quote

how did you get the NPPARACHUTE_LAND in w3x form? The C&C Asset Extractor only allows me to extract the assets and not the sources of animations.

[Edit] ok, got that one resolved. Seems I wasnt using the latest Extractor. So but back to original problem. When I extract the w3x files do I put them in the Art folder in the RA3ModSDK?
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jan 17, 2011 6:38 pm    Post subject: Reply with quote

ravage wrote:
edit:nevermind, everything works fine now. you must import skeleton first, then simple mesh, then animation(skl then anim).


I dont know what you guys are doing that I'm not, but I cant get anything to work other than SimpleMesh forms that are extracted from StaticL.manifest and not Static.manifest. If I extract all files known to a structure into it's own folder then drop that folder on top of the makeskn.exe it combines them, but when I try to import them into Max "yes I choose the .skl file first, then the .skn" I always get an error.

Here's what I do and this is the results always with any model I try to import. Am I doing things wrong?


w3x error 1.png
 Description:
 Filesize:  54.74 KB
 Viewed:  38689 Time(s)

w3x error 1.png



w3x error 2.png
 Description:
 Filesize:  50.25 KB
 Viewed:  38689 Time(s)

w3x error 2.png



w3x error 3.png
 Description:
 Filesize:  56.78 KB
 Viewed:  38689 Time(s)

w3x error 3.png



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