Game Development Community

Corruption with the .max files

by Anthony Rosenbaum · in Artist Corner · 12/21/2001 (9:00 pm) · 3 replies

Joe and anyone who knows the code for the exporters and how they work,
I keep finding that if I save my max files several times over, or as multiple files, with the dummy system set up for a model (eye/cam/detail/bounds) that the exported dts always seems corrupted in some way. Usually the cam get placed at the bounds' pivot point. I thought making new object would fix it but, at least with sequences the only fix I found was going back to very early saves and merging objects in. Anyway if there any known reason for this or a fix to prevent it I would love to learn . . just wondering . . .I am happy to say I have my modle in running forward/backward/side2side/root I know it ain't much but for my 1st model ever it is freak'n the COOLIST!!!
Anthony

#1
12/22/2001 (9:20 am)
The first thing to do is to make sure that those nodes are actually exporting. Open up your dump.dmp file and go to the bottom of the file and look at the 'Shape Hierarchy" .

In Subtrees, you should see those nodes in the list.

If not, the exporter is removing them. You either have 'collapse transforms' checked in the export control parameters or your .cfg file does not have the cam amd eye nodes in the 'always export' list.

If the nodes are not present, the default behaviorin the game is for the eye to come in at the bounds pivot point (this is also where guns will attach)
#2
12/22/2001 (6:16 pm)
teh dump file after you make the .dts I presume, cause if you do the .dtq ( in the same folder) the dump files dosn't have a heirarchy list
#3
12/22/2001 (6:30 pm)
Yes, it is the dump file for the DTS that you have to look at.