Posts: 1,705
Threads: 52
Joined: Jun 2009
Reputation:
33
How imported mxo assets ?
only developer screenshot of worldeditor tool:
MY podracer runs on eucalyptus:
^ shows imported .prop file into 3dsmax, from mxo client resource files using my converter
http://mxoemu.info/prop2fbx.zip
Please use a development rezmap so that it can assign dds versions of textures to materials, otherwise you will only get rezid as material name
batch convert all txa 2 dds using a shell script or something( find ./ -name '*.txa' -exec txa2dds.exe {} \; ), for easy viewing of models
Models might be mirrored around one of their axes, i don't know why, don't have time to figure it out now
Changelog:
Version 0.2 16.4.2012.
- Fixed some pathing issues when trying to find the rezmap
- Debug visual c++ runtimes no longer necessary