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crazydude's Avatar
Old (#1)
Hi all,

I'm new to polycount and I'm also new to the whole valve workshop stuff.
Following this amazing guide: http://wyksblog.com/getting-started-dota-2-cosmetics/ I got to decompiling everything (including textures) and now I'm trying to import these to 3D max.

Importing them wasn't that hard but I had a technical difficulty which concerns me...





I am using the latest SMD importer for max 2012 but as you can see in the screenshot above the model is flipped 90 degrees, facing upwards instead of forwards.

Does anyone know how to fix this? or can I just spin it 90 degrees and don't care about the rig? I'm going to create cosmetic items for the hands, head, tail and perhaps back and feet of the sand king.
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praetus's Avatar
Old (#2)
Could this have anything to do with what you have 'up' set as? "Z" vs "Y" I mean.

Change your settings and see if that helps.
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Offline , polycounter, 911 Posts, Join Date Jun 2006, Location Newport News, VA Send a message via AIM to praetus  
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crazydude's Avatar
Old (#3)
don't know if there is such an option in 3Ds max but I got the solution.

the answer: use another importer :P
http://www.wunderboy.org/3dapps.php#max_smd
With this importer you can convert it to stand up right (last option before importing: convert from left handed coordinates) and that fixes it
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Wareitar's Avatar
Old (#4)
So.. I followed this to the letter.. Yet I cannot get this to work.. I only get the bones, and the importer just wont let me check off import mesh. For modelling purposes, having the model as base does make it a whole lot easier to model armor extras...

Anyone have a clue here?
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