jermi on 7/3/2005 at 23:16
Aha, it all makes sense now. (The exporter only needs a path, but nevertheless uses the Save As dialog, which requires a filename.)
We know that the plugins work with max 5.1 only, but can SP1 for max 5.1 (which I've installed) cause any problems?
Can anyone produce the "Export module failure" if you try to do something wrong with the exporter?
Ulukai on 7/3/2005 at 23:39
Sure you got the plugins loading in the right order? It DOES matter.
Check (
http://www.ttlg.com/wiki/wikka.php?wakka=MaxConfig) here
The initial readme had them the wrong way around.
Wouldn't think SP1 causes a problem, it's a bugfix for existing features, shouldn't affect plugins.
bukary on 1/4/2005 at 11:22
Can I import original static meshes (.tim files) in 3DSMax 5.1?
I installed all the plugins and configured MAX. Everything is in the right place (like in jermi's screenshots), but I cannot open (import) any .tim file.
I'd like to edit some original objects... How can I load them in Max?
Gestalt on 1/4/2005 at 12:01
My understanding is that we can export things but not import them, which is irritating for me because it makes getting things to the right scale more difficult.
bukary on 1/4/2005 at 14:12
I have another question:
How can I import existing T3 material libraries in Max? These libraries should appear in Material Browser, right?
toolman on 1/4/2005 at 14:29
That's right.
If you go...
utilies (top right hammer icon)
more,
matexport
import a t3 .mlb
save as a 3ds .mat file
open up the materials editor
material -> get material
under browse from -> file open
open up the .mat file.
and there's the t3 textures
bukary on 1/4/2005 at 14:41
Thank you, toolman...
It works... but all I see in Material Browser (after opening T3 .mat library) is the long list of Diffuse Color (Ion Shader) files that look the same... :(
toolman on 1/4/2005 at 14:46
if you double click on one, it will assign it to a sphere in the material editor.
Should show up then...