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Max SMD exporter for Ver 6

  • von*ferret
  • July 3, 2004 at 4:28 AM
  • von*ferret
    • July 3, 2004 at 4:28 AM
    • #1

    http://www.w00th4x0r.com/smd/smdlexp.dle

    enjoy, I know OL will.

  • OL
    • July 3, 2004 at 6:30 AM
    • #2

    it crashes max too so thats neat

    or maybe that was a one time thing

  • epit0miz3
    • July 24, 2004 at 1:16 AM
    • #3

    I have never had that problem.

  • zaphod
    • July 24, 2004 at 2:06 AM
    • #4

    yay for post icons

  • Duff-e
    • July 24, 2004 at 2:07 AM
    • #5

    its a feature ol. i hate whining bitches.

  • OL
    • July 25, 2004 at 10:24 AM
    • #6

    it doesnt crash anymore. i was young back then, i didnt know what i know today

  • Skjalg
    • July 25, 2004 at 12:46 PM
    • #7

    your link didnt work...

    but i think you are refering to this one

  • sensee
    • April 30, 2005 at 10:06 PM
    • #8

    damn it, i just spent 3 hours tryin to import a simple box into HL2

    at the end a black-pink-box without phys collision model came out...

    I'm kinda frustrated right now...

    Does anybody knows a GOOD tutorial how to bring the goddamn max models into Source?

    ATM it seems to be such a pain in the ass, that I wonder how did Valve ever manged to release HL2 with such a workflow...

  • sensee
    • April 30, 2005 at 10:47 PM
    • #9

    the path in the qc is "xxx/model/custom/test"

    that's where i put the texture into.

    the texture works fine, I can select it in Hammer if I want to.

    maybe I made a mistake when I added the material in max. I dunno...

  • InsaneSingingBlender
    • April 30, 2005 at 11:08 PM
    • #10

    make sure you dont have .tga at the end of your $basetexture name.

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