ThePortuguesePlayer
ThePortuguesePlayer
Tab into edit, Select All, Alt+N > Reset Normals. With all selected, Edges > Mark Sharp (Not creases, not seams), Tab out into Object Mode and add the Edge Split...
Confirmed to have solved it in Zmodeler...  But not in 3DS Max with Kam's GTA Scripts. 
I'm sorry, I've been forgetting the 3DS' log. 
Sorry, this is actually a lot longer than I thought it was. Here's the full thing: > > -- Error occurred in anonymous codeblock; filename: C:\Program Files\Autodesk\3ds Max 2018\scripts\startup\ProceduralContent.ms; position:...
I have to report that after switching to the latest commit, the one made to solve this issue, all faces in the model are exported with the normals inverted. 
Okay, confirmed to be working with correct normals even on Zmodeler. Now, the log from a DFF of a cube with no normals saved pasted from 3DS' console: > --...
This confuses me because I've been working with cars around 150000 verts and they export just fine...
I did one export in the past where a single object had about 37000 verts to stress test MTA once, but yeah, I meant spread across various objects. If the...
I honestly always thought the material name should be the texture name suffixed with the specular values. I'd love so see some sort of setting in the importer to change...
I get this a lot and it's a hard one to fix, but, sometimes, moving the glass material to be the last one on the materials list works, and also...