Exporting Tutorial Model
by James E · in Artist Corner · 02/23/2004 (2:12 am) · 4 replies
Hi,
I recently been messing around with some weapon models checking the various ways and such. I even altered them to some extent and exported without error. Well for the past few days on and off I have been playing with the "Building a simple weapon" at http://www.garagegames.com/articles/dhannah/tutorials/simpleweapon.html for 3ds Max and it has all but taxed me. I got it up to the point it should be (or at least I think I do) and all it does is tell me that an error occured and then closes. I would like to know if anyone is familiar with that tutorial and knows of an omission/error. Yes, I have read pertinent information to the map2dts utility, and yes I still could have misunderstood it, being human. If anybody has the foggiest idea or just wants to put in their two cents I am more than willing to read. I plan on having someone work on specific models soon and I want to be able to help...even in the most noob aspects. I don't have a sight for the file if it is needed I can and will email it for critique.
Regards,
Jim
I recently been messing around with some weapon models checking the various ways and such. I even altered them to some extent and exported without error. Well for the past few days on and off I have been playing with the "Building a simple weapon" at http://www.garagegames.com/articles/dhannah/tutorials/simpleweapon.html for 3ds Max and it has all but taxed me. I got it up to the point it should be (or at least I think I do) and all it does is tell me that an error occured and then closes. I would like to know if anyone is familiar with that tutorial and knows of an omission/error. Yes, I have read pertinent information to the map2dts utility, and yes I still could have misunderstood it, being human. If anybody has the foggiest idea or just wants to put in their two cents I am more than willing to read. I plan on having someone work on specific models soon and I want to be able to help...even in the most noob aspects. I don't have a sight for the file if it is needed I can and will email it for critique.
Regards,
Jim
About the author
#2
Processing Node shape with parent Scene Root
Found subtree starting at Node "shape"
Processing Node pistol with parent shape
Processing Node chamber64 with parent pistol
Processing Node grip64 with parent pistol
Processing Node mountpoint with parent pistol
Processing Node barrel64 with parent pistol
Processing Node ejectpoint with parent pistol
Processing Node muzzlepoint with parent pistol
Processing Node detail64 with parent shape
Processing Node bounds with parent Scene Root
Bounding box found
Processing Node fire with parent Scene Root
Sequence fire found.
Second pass: put shape structure together...
Adding detail named "detail64" of size 64 to subtree "shape".
Adding node "shape" with parent "shape" to subtree rooted on max-node "shape".
Adding node "pistol" with parent "shape" to subtree rooted on max-node "shape".
Adding node "chamber64" with parent "pistol" to subtree rooted on max-node "shape".
Attaching object to node.
Adding object named "chamber".
Adding mesh of size 64 to object "chamber".
Object offset transform:
scale: x=1.00000, y=1.00000, z=1.00000
stretch rotation: x=-0.00000, y=0.00226, z=-0.02431, w=0.99970
translation: x=0.00000, y=-0.00000, z=0.00000
actual rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
Adding node "grip64" with parent "pistol" to subtree rooted on max-node "shape".
Attaching object to node.
Adding object named "grip".
Adding mesh of size 64 to object "grip".
Object offset transform:
scale: x=1.00000, y=1.00000, z=1.00000
stretch rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
Adding node "mountpoint" with parent "pistol" to subtree rooted on max-node "shape".
Adding node "barrel64" with parent "pistol" to subtree rooted on max-node "shape".
Attaching object to node.
Adding object named "barrel".
Adding mesh of size 64 to object "barrel".
Object offset transform:
scale: x=1.00000, y=1.00000, z=1.00000
stretch rotation: x=0.00118, y=-0.00000, z=0.00932, w=0.99996
translation: x=-0.00000, y=-0.00000, z=-0.00000
actual rotation: x=0.00000, y=-0.00000, z=-0.00000, w=1.00000
Adding node "ejectpoint" with parent "pistol" to subtree rooted on max-node "shape".
Adding node "muzzlepoint" with parent "pistol" to subtree rooted on max-node "shape".
02/23/2004 (6:27 pm)
Dump file excerpt:Processing Node shape with parent Scene Root
Found subtree starting at Node "shape"
Processing Node pistol with parent shape
Processing Node chamber64 with parent pistol
Processing Node grip64 with parent pistol
Processing Node mountpoint with parent pistol
Processing Node barrel64 with parent pistol
Processing Node ejectpoint with parent pistol
Processing Node muzzlepoint with parent pistol
Processing Node detail64 with parent shape
Processing Node bounds with parent Scene Root
Bounding box found
Processing Node fire with parent Scene Root
Sequence fire found.
Second pass: put shape structure together...
Adding detail named "detail64" of size 64 to subtree "shape".
Adding node "shape" with parent "shape" to subtree rooted on max-node "shape".
Adding node "pistol" with parent "shape" to subtree rooted on max-node "shape".
Adding node "chamber64" with parent "pistol" to subtree rooted on max-node "shape".
Attaching object to node.
Adding object named "chamber".
Adding mesh of size 64 to object "chamber".
Object offset transform:
scale: x=1.00000, y=1.00000, z=1.00000
stretch rotation: x=-0.00000, y=0.00226, z=-0.02431, w=0.99970
translation: x=0.00000, y=-0.00000, z=0.00000
actual rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
Adding node "grip64" with parent "pistol" to subtree rooted on max-node "shape".
Attaching object to node.
Adding object named "grip".
Adding mesh of size 64 to object "grip".
Object offset transform:
scale: x=1.00000, y=1.00000, z=1.00000
stretch rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
Adding node "mountpoint" with parent "pistol" to subtree rooted on max-node "shape".
Adding node "barrel64" with parent "pistol" to subtree rooted on max-node "shape".
Attaching object to node.
Adding object named "barrel".
Adding mesh of size 64 to object "barrel".
Object offset transform:
scale: x=1.00000, y=1.00000, z=1.00000
stretch rotation: x=0.00118, y=-0.00000, z=0.00932, w=0.99996
translation: x=-0.00000, y=-0.00000, z=-0.00000
actual rotation: x=0.00000, y=-0.00000, z=-0.00000, w=1.00000
Adding node "ejectpoint" with parent "pistol" to subtree rooted on max-node "shape".
Adding node "muzzlepoint" with parent "pistol" to subtree rooted on max-node "shape".
#3
Removing node "shape"
Removing node "pistol"
Removing node "mountpoint"
Removing node "ejectpoint"
Removing node "muzzlepoint"
Add default object states...
Adding object state to 1 detail level(s) of mesh "chamber".
Adding frame.
Object is visible.
12 faces, 36 verts, 36 tverts before cropping textures and joining verts
---------------------------------
Adding object state to 1 detail level(s) of mesh "grip".
Adding frame.
Object is visible.
12 faces, 36 verts, 36 tverts before cropping textures and joining verts
---------------------------------
Adding object state to 1 detail level(s) of mesh "barrel".
Adding frame.
Object is visible.
12 faces, 36 verts, 36 tverts before cropping textures and joining verts
---------------------------------
Add default node states...
Adding node rotation at time 0 for node "chamber64".
rotation: x=0.00323, y=-0.00079, z=-0.99991, w=0.01160
---------------------------------
Adding node translation at time 0 for node "chamber64".
translation: x=0.72249, y=0.09664, z=6.13653
---------------------------------
Adding node rotation at time 0 for node "grip64".
rotation: x=0.00000, y=0.00000, z=0.71184, w=0.70232
---------------------------------
Adding node translation at time 0 for node "grip64".
translation: x=0.69953, y=-1.05684, z=1.82824
---------------------------------
Adding node rotation at time 0 for node "barrel64".
rotation: x=-0.00073, y=-0.00046, z=-0.99991, w=0.01105
---------------------------------
Adding node translation at time 0 for node "barrel64".
translation: x=0.87800, y=3.80506, z=6.47411
---------------------------------
Adding 1 sequences...
Adding sequence 0 named "fire"
End of dump file.
I am running Max5 with the Max5 dts exporter. I also tried it with the other Max# dts exporters.
02/23/2004 (6:27 pm)
Third pass: Collapsing unneeded nodes...Removing node "shape"
Removing node "pistol"
Removing node "mountpoint"
Removing node "ejectpoint"
Removing node "muzzlepoint"
Add default object states...
Adding object state to 1 detail level(s) of mesh "chamber".
Adding frame.
Object is visible.
12 faces, 36 verts, 36 tverts before cropping textures and joining verts
---------------------------------
Adding object state to 1 detail level(s) of mesh "grip".
Adding frame.
Object is visible.
12 faces, 36 verts, 36 tverts before cropping textures and joining verts
---------------------------------
Adding object state to 1 detail level(s) of mesh "barrel".
Adding frame.
Object is visible.
12 faces, 36 verts, 36 tverts before cropping textures and joining verts
---------------------------------
Add default node states...
Adding node rotation at time 0 for node "chamber64".
rotation: x=0.00323, y=-0.00079, z=-0.99991, w=0.01160
---------------------------------
Adding node translation at time 0 for node "chamber64".
translation: x=0.72249, y=0.09664, z=6.13653
---------------------------------
Adding node rotation at time 0 for node "grip64".
rotation: x=0.00000, y=0.00000, z=0.71184, w=0.70232
---------------------------------
Adding node translation at time 0 for node "grip64".
translation: x=0.69953, y=-1.05684, z=1.82824
---------------------------------
Adding node rotation at time 0 for node "barrel64".
rotation: x=-0.00073, y=-0.00046, z=-0.99991, w=0.01105
---------------------------------
Adding node translation at time 0 for node "barrel64".
translation: x=0.87800, y=3.80506, z=6.47411
---------------------------------
Adding 1 sequences...
Adding sequence 0 named "fire"
End of dump file.
I am running Max5 with the Max5 dts exporter. I also tried it with the other Max# dts exporters.
#4
In regards to the DTS docs, they are very simple to understand. They are just very large and require a bit of patience and understanding on your part to remember the information that it is providing you. If you are having troubles, read it a few times and follow the examples within it until you know what you are doing and why you are doing it.
In regards to your model: It does not appear to be exporting correctly. Your weapon nodes are being lost simply because you probably didn't setup a CFG file that told the exporter to always include those nodes. You should fix this because it will cause you problems since your data is not exporting correctly.
02/23/2004 (7:33 pm)
Max crashes such as the one that are you describing typically comes from there being bad data in the scene that the exporter plugin cannot handle. This can be caused by bad geometry or a funny plugin that you have loaded that is on one of your shapes (bad system hardware can cause this too).In regards to the DTS docs, they are very simple to understand. They are just very large and require a bit of patience and understanding on your part to remember the information that it is providing you. If you are having troubles, read it a few times and follow the examples within it until you know what you are doing and why you are doing it.
In regards to your model: It does not appear to be exporting correctly. Your weapon nodes are being lost simply because you probably didn't setup a CFG file that told the exporter to always include those nodes. You should fix this because it will cause you problems since your data is not exporting correctly.
Torque Owner Alex Swanson
Also, what version of MAX and the exporter are you using?