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Max Payne 2 : Max Payne 2 Modding : *weep* help me please *weep* |
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gagan |
Posted 25th Mar 2007 7:12am |
L4Y Member Post 56 / 65
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please tell me how do i install max payne 2 remedy plugins into 3d max 5.1.though i have copied them in the right place but I dont get any options to bring up the "remedy export tools" in my plugins manager, nor can I export any files in the "ASI" format as explained by kipsta in the trimesh tutorial.
When I check my plugins manager it says the the remedy tools are loaded, How would I go about loading remedies interface?

In fact, there in no such file in UI folder.I tried making custom toolbar but useless, because when ever i click the buttons to export my model some different errors show up regarding - invalid path etc.
does anyone know what I did wrong?
or can anyone point me in the right direction?
anyone? |
Be The Best |
Modified Mar 25th, 08:34am by gagan |
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HITMAN0586 |
Posted 25th Mar 2007 9:28am |
L4Y Member Post 105 / 841
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OK dude:
1) You must copy all files from that folder C:MaxPayne2Dev3dsmax5_plugins3dsmax5
2) Then paste them right into your 3ds max 5 folder. Actually I really don't know about using fifth version for MP2 cos'I always working in 5.1, but it seems that plugins MUST work for 5 version also
3) Load 3ds max and go: Customize ->Customize User Interface. Choose "Toolbars" inset, press drop-down menu "Category", there MUST BE "Remedy Tools" item
4) Then you should create new toolbar, give it some name and drop on it needed Max Payne 2 developer actions (better all of them)
5) After that you ready to go. For example you can create meshes and export them in .asi format
But what the hell dude? At the picture above I see you made all of this steps and already have a toolbar with MP2 buttons. You don't need to load any custom UI scheme and there isn't any Remedy interface actually. So what's your problem?
Please show us pictures with errors you received when exporting your model. And BTW did you exported trimesh or character model? |
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gagan |
Posted 25th Mar 2007 10:23am |
L4Y Member Post 57 / 65
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Quoting HITMAN0586 | OK dude:
1) You must copy all files from that folder C:MaxPayne2Dev3dsmax5_plugins3dsmax5
2) Then paste them right into your 3ds max 5 folder. Actually I really don't know about using fifth version for MP2 cos'I always working in 5.1, but it seems that plugins MUST work for 5 version also
3) Load 3ds max and go: Customize ->Customize User Interface. Choose "Toolbars" inset, press drop-down menu "Category", there MUST BE "Remedy Tools" item
4) Then you should create new toolbar, give it some name and drop on it needed Max Payne 2 developer actions (better all of them)
5) After that you ready to go. For example you can create meshes and export them in .asi format
But what the hell dude? At the picture above I see you made all of this steps and already have a toolbar with MP2 buttons. You don't need to load any custom UI scheme and there isn't any Remedy interface actually. So what's your problem?
Please show us pictures with errors you received when exporting your model. And BTW did you exported trimesh or character model? |
first thank you for replying (i really mean it)
ok now to make thing a bit clear :-
1)i am using 3d max 5.1 (not 5) with 4.1 charater studio
2)yeah thats true that the toolbar in the image was made by me but i thought there must be any REMEDY INTERFACE to load.
3)i am trying to export trimeshes (just to test,it is just a shere)
4)which format of image is to be used to apply texture to trimesh such as .jpg or .dds or .kf
5)actually i am new to 3d max (so i know just basics)
right now the biggest problem is that nothing like this is showing up in material editor to assign material to the trimesh.

and because i am not able to apply texture/material following error takes place
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Be The Best |
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HITMAN0586 |
Posted 25th Mar 2007 1:30pm |
L4Y Member Post 106 / 841
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Let's continue
1) You can apply textures in such formats like .jpg, .tga, .dds onto trimeshes for maxed 2, but you can't use .bmp. I don't know about other formats because I didn't try them
2) Texture size by width and height must be divisible to 2. For example: 256x256, 512x512, 1024x1024. Or 512x128, 128x1024, 256x64. Hope you understood
3) For properly using your trimesh in maxed 2 it's texture (textures) must be located in folder which is indicated in MaxEd 2.0 ->Tools (drop-down menu) ->MaxED Preferences ->Texture Directory. For example mine is "C:MaxPayne2DevTextures"
4) Ones you make all of this do the following: create a simple mesh in 3ds max 5.1, press Material Editor, open sub-menu "Maps", press "None" to the right from "Diffuse Color", the press "Bitmap", choose your texture, apply it to your mesh, then on your Remedy Toolbar press "TRI SOUP", then press "EXP ASI", save it in .asi format
5) If you'll get any errors while model is exporting tell me again. If not then your trimesh is ready to use in maxed 2 |
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gagan |
Posted 25th Mar 2007 3:21pm |
L4Y Member Post 58 / 65
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Quoting HITMAN0586 | Let's continue
1) You can apply textures in such formats like .jpg, .tga, .dds onto trimeshes for maxed 2, but you can't use .bmp. I don't know about other formats because I didn't try them
2) Texture size by width and height must be divisible to 2. For example: 256x256, 512x512, 1024x1024. Or 512x128, 128x1024, 256x64. Hope you understood
3) For properly using your trimesh in maxed 2 it's texture (textures) must be located in folder which is indicated in MaxEd 2.0 ->Tools (drop-down menu) ->MaxED Preferences ->Texture Directory. For example mine is "C:MaxPayne2DevTextures"
4) Ones you make all of this do the following: create a simple mesh in 3ds max 5.1, press Material Editor, open sub-menu "Maps", press "None" to the right from "Diffuse Color", the press "Bitmap", choose your texture, apply it to your mesh, then on your Remedy Toolbar press "TRI SOUP", then press "EXP ASI", save it in .asi format
5) If you'll get any errors while model is exporting tell me again. If not then your trimesh is ready to use in maxed 2 |
dude thanks. !!!it worked!!! and i successfully exported the sphere.
but i got this error in maxed2 while loading the trimesh
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Be The Best |
Modified Mar 25th, 03:36pm by gagan |
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HITMAN0586 |
Posted 25th Mar 2007 3:57pm |
L4Y Member Post 107 / 841
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Dude, make sure that you observe that point: for properly using your trimesh in maxed 2 it's texture (textures) MUST BE located in folder which is indicated in MaxEd 2.0 ->Tools (drop-down menu) ->MaxED Preferences ->Texture Directory. For example mine is "C:MaxPayne2DevTextures" |
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gagan |
Posted 25th Mar 2007 4:37pm |
L4Y Member Post 59 / 65
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Quoting HITMAN0586 | Dude, make sure that you observe that point: for properly using your trimesh in maxed 2 it's texture (textures) MUST BE located in folder which is indicated in MaxEd 2.0 ->Tools (drop-down menu) ->MaxED Preferences ->Texture Directory. For example mine is "C:MaxPayne2DevTextures" |
yeah i know that it is critical.and mine is correct |
Be The Best |
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HITMAN0586 |
Posted 30th Mar 2007 9:34am |
L4Y Member Post 110 / 841
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Well, you know... There's a lot of things and actions that could bring that error to ya. Such as scaling a mesh in 3ds max (you better don't do it - I AM SERIOUS) or boolean operations (of course I always used it but sometimes I had that freaking error in maxed 2 too when opening my .asi trimesh) or even simple rotating - you won't believe me but it also has some influence to the result
Anyway you will be forced to find out all that things and bugs by yourself while creating in 3ds max, exporting and using in maxed your meshes. I wish you luck! |
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gagan |
Posted 1st Apr 2007 7:00pm |
L4Y Member Post 63 / 65
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one last problem can you HITMAN0586 solve this.I am getting the following error while rendering my level.
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Be The Best |
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