WHY is this happening?!! Please god help.
by James Reue · in Torque Game Engine · 09/05/2001 (8:18 pm) · 4 replies
Could someone please take a second and help me here.
I just posted a topic about an error i get when trying to export my shape from max to dts using the max2dts plugin for 3DStudioMax4.
I originally made an office that consisted of walls, floor and cubicles. The total # of standard primitives was 108 boxes. These boxes were named in a "Box1 100", "Box2 100", ... "Box108 100" fashion. I had 108 "col-x" boxes for collision. I had 108 "collision-x" dummies. I had a "start", "shape", and "detail 100" dummy. I had a "bounds" box.
I linked "start" & "detail 100" to "shape".
I linked all "BoxX 100" to "shape"
I linked all "col-x" to "shape"
I linked all "collision-x" to "start"
I tried to export and got the Error "To many details for mesh." I took out all the collision dummies (collision-x). It exported fine, but of course with no collision. I added 1 collision and linked it in. It worked. I made 9 more for a total of 10, linked them in and it worked. I made 10 more and i got the error again.
My last post resulted in someone suggesting that i split up my scene a little and try. Well, i did but taking the cubicle section of the office out and just doing that. So now i have a scene of cubicles consisting of 24 standard primitives.
24 Standard primitives("Box1 100"..."Box24 100")
24 Standard primitives("col-x"..."col-24")
24 Dummies ("collision-1"..."collision-24")
1 Standard Primitive ("bounds")
3 Dummies ("start","shape","detail 100")
I export and same thing happens!!!!!!!!!!!
24 shapes is too many??
I went straight by the book, or tutorials i should say, from http://gameznet.com/v12/tools/beginnerstoexporter.shtml
and i still get this error...
I did just notice though that when this tutorial talks about the "detail 100" dummy, he says make one for each mesh...does that mean i need 24 of these dummies? I am still extremely shadey in my understanding what the 100 means. i have read it over and over but i dont know exactly how it works, and why you would choose 100 over maybe 2 or 54 or 1000.
Sorry this is such a long explanation, but this is really holding me back.
Thanks - "Fingers Crossed"
I just posted a topic about an error i get when trying to export my shape from max to dts using the max2dts plugin for 3DStudioMax4.
I originally made an office that consisted of walls, floor and cubicles. The total # of standard primitives was 108 boxes. These boxes were named in a "Box1 100", "Box2 100", ... "Box108 100" fashion. I had 108 "col-x" boxes for collision. I had 108 "collision-x" dummies. I had a "start", "shape", and "detail 100" dummy. I had a "bounds" box.
I linked "start" & "detail 100" to "shape".
I linked all "BoxX 100" to "shape"
I linked all "col-x" to "shape"
I linked all "collision-x" to "start"
I tried to export and got the Error "To many details for mesh." I took out all the collision dummies (collision-x). It exported fine, but of course with no collision. I added 1 collision and linked it in. It worked. I made 9 more for a total of 10, linked them in and it worked. I made 10 more and i got the error again.
My last post resulted in someone suggesting that i split up my scene a little and try. Well, i did but taking the cubicle section of the office out and just doing that. So now i have a scene of cubicles consisting of 24 standard primitives.
24 Standard primitives("Box1 100"..."Box24 100")
24 Standard primitives("col-x"..."col-24")
24 Dummies ("collision-1"..."collision-24")
1 Standard Primitive ("bounds")
3 Dummies ("start","shape","detail 100")
I export and same thing happens!!!!!!!!!!!
24 shapes is too many??
I went straight by the book, or tutorials i should say, from http://gameznet.com/v12/tools/beginnerstoexporter.shtml
and i still get this error...
I did just notice though that when this tutorial talks about the "detail 100" dummy, he says make one for each mesh...does that mean i need 24 of these dummies? I am still extremely shadey in my understanding what the 100 means. i have read it over and over but i dont know exactly how it works, and why you would choose 100 over maybe 2 or 54 or 1000.
Sorry this is such a long explanation, but this is really holding me back.
Thanks - "Fingers Crossed"
About the author
#2
Just build the model and export it and voila, it's in the game.
No need to make all the dummies and col stuff, it.s more for weapons, vehicles and player models or anything that need to be interactive in the game somehow.
The rest is better off in Worldcraft.
// Clocks out.
09/06/2001 (7:12 am)
I have to agree with Anthony, for this kind of models, buildings or other static objects that dont have to do anything but just be there (hence static) I would use Worldcraft.Just build the model and export it and voila, it's in the game.
No need to make all the dummies and col stuff, it.s more for weapons, vehicles and player models or anything that need to be interactive in the game somehow.
The rest is better off in Worldcraft.
// Clocks out.
#3
09/06/2001 (10:00 am)
Is there an exporter that will allow me to go from max to worldcraft?
Associate Anthony Rosenbaum
Anthony