Game Development Community

max to dts exportation denied

by Jeff Crosby · in Artist Corner · 11/21/2001 (9:38 pm) · 3 replies

Hey. I followed the tutorial here to get the basics, but something's broken. When I try to export, 3ds max gives some ambiguous error, like "an error occured, the program must exit." A dts file is created, but it is blank. Another file called dump.dmp is output, and here's what it says:

*************************************************
Max file C:\My Documents\My Projects\V12\bare bones\stuff\playerGfx\box.max exported to c:\my documents\my projects\v12\bare bones\stuff\playergfx\box.dts
Exported on Wed Nov 21 23:25:54 2001


Begin reading config file "C:\My Documents\My Projects\V12\bare bones\stuff\playerGfx\dtsScene.cfg".
Always export node: "ground0"
Always export node: "ground1"
Always export node: "ground2"
Always export node: "ground3"
Always export node: "ground4"
Always export node: "ground5"
Always export node: "eye"
Always export node: "mass"
Always export node: "mount0"
Always export node: "mount1"
Always export node: "mount2"
Always export node: "mount3"
Always export node: "mount4"
Always export node: "mount5"
Always export node: "mount6"
Always export node: "mount10"
Always export node: "mountpoint"
Always export node: "jetnozzle0"
Always export node: "jetnozzle1"
Always export node: "jetnozzle2"
Always export node: "jetnozzle3"
Always export node: "jetnozzle4"
Always export node: "jetnozzle5"
Always export node: "jetnozzle6"
Always export node: "jetnozzle7"
Always export node: "contrail0"
Always export node: "contrail1"
Always export node: "contrail2"
Always export node: "contrail3"
Never export node: "G_*"
Params::T2AutoDetail = 250
End reading config file.
First pass: collect useful nodes...

Processing Node shape with parent Scene Root
Found subtree starting at Node "shape"
Processing Node start with parent shape
Processing Node box 100 with parent start
Processing Node detail 100 with parent shape
Processing Node bounds with parent Scene Root
Bounding box found

Second pass: put shape structure together...

Adding detail named "detail 100" of size 100 to subtree "shape".
Adding node "shape" with parent "shape" to subtree rooted on max-node "shape".
Adding node "start" with parent "shape" to subtree rooted on max-node "shape".
Adding node "box 100" with parent "start" to subtree rooted on max-node "shape".
Attaching object to node.
Adding object named "box".
Adding mesh of size 100 to object "box".
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

Third pass: Collapsing unneeded nodes...

Removing node "shape"
Removing node "start"
Adding mesh of size 50 to object "box".
*******************************************************

I tried leaving out certain parts of the tutorial, like the collision box, but it didn't help. I also opened one of the max files that came with the sdk and tried to export it, and it worked better, though I still got an error about too many subtrees and a blank dts.

Thanks,
Dan

#1
11/22/2001 (12:59 am)
Did you assign multires to the box? It appears from reading the dump file that the T2 autodetail is trying to create a second detail level from the mesh.

Try renaming the DTSSCENE.CFG file (the one in the same directory as your MAX file) to DTSSCENE.CFG.OLD and try to re-export. If it works, it is a problem with the config file.

Try that first and let me know what happens.
#2
11/22/2001 (11:40 am)
I did not explicitly assign multires to the box, so unless it's automatic it shouldn't have it. I renamed the cfg file, and it bombs the same way yet, but the last line of the previous dump is missing in this one:

*****************************************************
Max file C:\My Documents\My Projects\V12\bare bones\stuff\playerGfx\box1.max exported to c:\my documents\my projects\v12\bare bones\stuff\playergfx\box1.dts
Exported on Thu Nov 22 13:41:47 2001


Config file not found.
First pass: collect useful nodes...

Processing Node shape with parent Scene Root
Found subtree starting at Node "shape"
Processing Node start with parent shape
Processing Node box 100 with parent start
Processing Node Col-1 with parent start
Processing Node detail 100 with parent shape
Processing Node collision-1 with parent shape
Processing Node bounds with parent Scene Root
Bounding box found

Second pass: put shape structure together...

Adding detail named "detail 100" of size 100 to subtree "shape".
Adding detail named "collision-1" of size -1 to subtree "shape".
Adding node "shape" with parent "shape" to subtree rooted on max-node "shape".
Adding node "start" with parent "shape" to subtree rooted on max-node "shape".
Adding node "box 100" with parent "start" to subtree rooted on max-node "shape".
Attaching object to node.
Adding object named "box".
Adding mesh of size 100 to object "box".
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 "Col-1" with parent "start" to subtree rooted on max-node "shape".
Attaching object to node.
Adding object named "Col".
Adding mesh of size -1 to object "Col".
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

Third pass: Collapsing unneeded nodes...

Removing node "shape"
Removing node "start"
******************************************************
#3
11/23/2001 (11:11 am)
Interesting. Try checking the "Generate mapping Coordinates" checkbox in the modifier stack of the box object. Make sure you have a material applied to the box. Try to re-export. If it still crashes, email me the file. I will see if I can export it on my machine. If I can, the problem might be related to your system.

Also, let me know what version of MAX you are using.