@BotHunter: Gmax has probably an entirely different syntax than 3ds Max. Especially Max8-13. I seriously doubt my script set will work at all with GMax, so I can't help there, sorry :/ . You should use the original MDT plugin for GMax.
On to the main topic: I had a long talk with Red Hair yesterday, and he showed me some bugs with the toolset. Sadly, only two of those are reproducible on my end with Max13 whereas he used Max12.
Bugs found:
- Objects with many materials (probably 10+) get their IDs messed up. That means that triangles that should be ID 11 can get a new ID, say 8. This means the wrong textures will be applied to it, making the object fairly unusable. This will not be easy to solve, I fear, as it's a mix of an .rs issue, but more problematic, it also affects the mesh (.sm) directly. And that was a part that always worked flawlessly so far and I never really had to dabble with.
- After importing an object, hitting "show" on the Battlefield_RS shader diffuse material (disabling it) makes the mesh go blank (as it's supposed to). However, when reactivating "show", the texture does not get loaded again. Looks like a missing reference, probably easy to fix. On the other hand, this is low priority, because who the hell clicks on that stupid "show" button anyway

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- Cryptical MDT crash error message on importing special objects. Was yet unable to reproduce this on my end, so very difficult to solve.
Code: Select all
Compile error: Illegal input in readValue
In line: texture "tfactory_m1_Material11" 0 1.0;"factory_m1_Material12" 1.0;"factory_m1_Material2" texture "texture/facshi_b";"factory_
Call to all other users of my scriptset: Can you please try to import the vanilla "factory_m1.sm" into your Max version? Please reply with your Max version and if it succeeded or not!