Got a problem with exporting MD3's from Max. I'm using Max 5 and the newest version of Cookson's improved PnF exporter, which otherwise works fine. Problem is, when I try and actually use the MD3 as a weapon model, Quake3 rejects it because it has more than 1000 verts.
Now, that might be possible if my model wasn't only 586 polys to start with, and that's measuring tris. When I export and then import the MD3 straight back into MAX, I can select individual triangles at the Element level, and pull the tris apart, like they were never part of a mesh or had verts welded to anything. They're not broken up by UV groups, although some are still welded in that order. But most of the polys are not attached to each other after export.
Here's the E-Poly as it begins in Max:
Here's the MD3 imported as an E-Mesh:
So my question is, WTF is going wrong with my export? (And please don't suggest that I change the modeler, the OS it runs on, or the game I'm exporting for.
)
/jzero
Replies
In an act of desperation, I tried seeing how it would work with gmax, which also uses the MD3 exporter, although a different version. Took my Max model and made it a 3DS, which ended up with almost the same number of disconnected vertices. After importing the 3DS to gmax, I welded all the vertices. Then I exported right back out to a new MD3 file. Then I imported that MD3 into Max and gmax, and they both produced a model with exactly 1268 vertices.
It appears I am screwed. Any advice?
/jzero
Thanks, dudes!
/jzero
/jzero
Although as jzero says, it doesn't really apply for other programs, since they'll have different exporters...