eh no it didn't work, but I'm sure it is something like that. Guess I'm going to have to have a look at the md2 parser code and see if I can figure out how it works
On May 27, 12:05 pm, Leo <[email protected]> wrote: > Hi Choons, > > I ran into a couple of issues exporting .md2 and importing into Away3D > and you may be experiencing something similar with 3DS. > > In my case I had to do this to solve the problem: > 1) invert the normals on the mesh > 2) export to md2 > 3) import in Away3D then multiply the z axis scale by -1 in the code. > > I think 3DS and the tool I use have a z axes pointing in opposite > directions so you may only need to invert the normals in your case. > I hope that helps. > > I am in Orange County California by the way and looking to connect > with others interested in collaborating on side/weekends-projects > without deadlines but with real goals. > Where are you located? > > On May 25, 10:24 pm, Choons <[email protected]> wrote: > > > > > > > > > Hi - I've been exporting some animated 3ds max meshes into md2 format > > to use in Broomstick. I can get the models into Broomstick with their > > animations playing, but the UV texture mapping is all messed up. I > > assumed it was a problem with the MaxScript exporter I'm using until I > > loaded the models into Milkshape and they mapped the texture > > perfectly. Is anyone having this problem as well?
