If you remove the plugins and try to open the material editor, does it still crash?First error pops up and then crases. I checked 2012 version and 2017. Behavior is the same. So I think I do something wrong.
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Ok. I have no idea why it doesn't work, make sure you're only using the 2012 ones, and not mixing the newer ones in.When plugin is removed map selector works as expecteed.
No, I think it only does it when you pick a gmotor material, but I doubt that is your issue, because it just loads a list of available shaders.Well. In plugin folder I found readme file with this comment:
The first time the Material Editor is launched and a gMaterial is selected, you will be prompted for the location of the ShaderGFX.mas file. Use ModDev\Shared or Core\Shared as you locations. The gMaterial editor has a button at the bottom to reset this location. After restarting Max, you will be prompted for a new location.
I did not select this path, and possibly it is the reason. But I can not get this popup window any more. I tried to delete plugin but without result. How to reset this path so I can set new location? Is there config which I can delete to trigger prompt window opening?
thank you sir!Correction to what was said before, better use the plugins that come in version 1120 since those of 1121 cannot export the file (crash 3ds)
Doing this, the materials are ok?The work around is to use 3dsimed to import the gmts and save as fbx, import the fbx into max 20XX, do the modification to your mesh and or texture and save as fbx. Re import in to 3dsimed and export as RF2 gmt or if you still have the old RF2 gJED app, you can import the fbx and export as gmt
Yes, Ive tried it and it works. In 3DS Max 20XX you setup your materials as standard, add the diffuse, spec and norms textures accordingly, and export as fbx. When you load the fbx into the editor, either gJED or 3DSimed, then you can set the shaders etc. as required.Doing this, the materials are ok?