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Need help to export model from 3DsMax6 to DST

by Vu Tuan Manh · in Artist Corner · 12/24/2005 (10:54 pm) · 15 replies

Merry Christmas anf Happy New Year

Hi All,

I can not export this model to DTS, i don't know why. Please help me export this model or at least tell me why i failed. Thank you very much.

this file can be found at: hyperupload.com/download/d28afc32_4pe4o4pywpxrjo8g/3DsMaxModel.rar

#1
12/25/2005 (12:14 am)
Well, I would advise you make sure your stack is collapsed (convert to mesh before export) before you add your skin modifier, and for safe measure add maybe a UVW map modifier as well before you add your skin modifier... it can become difficult to export your mesh if you have modifiers other than these, and personally, I prefer as few modifiers as possible when I export...

I deleted the vertex weld and it exported fine with Max 7's tools... its the Warcraft 3 Sorceress model correct? In any event, here is what it looked like in showtool.
http://darkdjinn.brpxqzme.net/war3sorceress.PNG
Of course... I didn't bother to put the texture in the directory... and I did lose some polygons in the midle for some reason.

Oh, as for the way everything is setup... I hate it. Those bones look like they will make animation a real pain in the ass.
#2
12/25/2005 (6:18 am)
@Jonathan

Thank you very much. It took me 2 weeks.
And another important question, it is maybe useful for some one.
Is there any way to export 2 or more meshes for Max into one DTS file?
#3
12/25/2005 (6:40 pm)
Yeah, that how I normally model actually, but it can complicate things with LOD meshes. To make it less troublesome for myself, I just name parts of my mesh with the number 100 strapped on the end and then make a detail helper named detail100. Then I make 2 more LOD stages for lower numbers (25 and 3) and name them accordingly and give them each helpers as well. It should export any mesh with the right number at the end of its name for any given detail level.
#4
12/26/2005 (3:01 am)
Thank you.

Could you help me export another model ?.
I got some error and I don't know how to solve.

hyperupload.com/download/a70b2043_ksjxmp0sswt7ys71/Man_Stand_Max7.rar
#5
12/26/2005 (6:23 am)
I Downloaded your Orc.
You should read Chapter 8, on how to export DTS/Player shapes.

-Surge
#6
12/26/2005 (6:26 am)
Hmmm... I haven't seen this one before... so it might take a while, mostly because it keeps crashing max.

EDIT:

Dude... thats way too many bones... and what in the name of bob is up with them? They don't look like the kinda skeleton that I would ever set up anyway... I have a feeling thats whats causing that "too many details" assertion error... 100 bones in a single model would rape your performance anyway :P

And also don't use Detail1... use Detail3 instead.

EDIT:

I got the model to export just fine using a different skeleton and a different shape heirarchy... for player models, you should probably consider using the model in the data/shapes/player folder to get started... at least until you are familiar enough with it to create your own skeletons and such... plus its marvelous for compatibility between your models for animation.
#7
12/26/2005 (7:35 am)
I love to see WowModel in TGE world. It is very bad to accept the result. Bye Wow model. WowModels are wonderful. No one can solve this problem.
#8
12/26/2005 (8:10 am)
I'm not exactly the best person with DTS on here. You can easily get it to export just by using a different skeleton and animations.

If its any consolation, here is Sonic the Hedgehog :P
http://darkdjinn.brpxqzme.net/SH%20Stuff/player.dts
http://darkdjinn.brpxqzme.net/SH%20Stuff/sonic_t128.png
http://darkdjinn.brpxqzme.net/SH%20Stuff/anims/player_forward.dsq
http://darkdjinn.brpxqzme.net/SH%20Stuff/anims/player_jump.dsq
http://darkdjinn.brpxqzme.net/SH%20Stuff/anims/player_root.dsq
#9
12/26/2005 (7:25 pm)
The problem is the fact that all your bones end with numbers so the exporter think they're meshes and tries to export them as such.
#10
12/27/2005 (12:47 am)
Thank you all.

@Magnus
You always give the good advices.
#11
12/27/2005 (12:53 am)
Thank you all.

@Magnus
You always give the good advices.
#12
12/27/2005 (1:28 am)
Have you tried exporting this model as a simple model, no bones, just a static object? That should fix a load of problems, then move onto adding the bones and re-structuring your work.

T.
#13
12/27/2005 (2:57 am)
Following Magnus advice, I exported successfully.
I wrote max script to rename Bone automatically. Here is it

rollout unnamedRollout "BatchRename" width:213 height:118
(
editText subfix "" pos:[32,20] width:146 height:22
button btnChange "Change" pos:[63,60] width:76 height:28
on btnChange pressed do
(
if subfix.text != "" then
(
j = 0

for i in objects do
(
if(findString i.name "Bone" != undefined) then
(
j+=1
i.name = uniquename "Bone" + j as string + subfix.text
)
)
)
)

)

fn WOW2_UI_Main =
(

CreateDialog unnamedRollout width:213 height:118
)

WOW2_UI_Main()
#14
12/27/2005 (3:00 am)
There already is a tool to do this though; Tools->Rename Objects...
#15
12/27/2005 (3:13 am)
Lol "Re-invent the wheel"
I have learned Max for 2 months. There are too many things. Thank you.

And
Is it possible to count the vertex affected by one bone via Max script? If is possible Could you show me how to do that? I want to remove the useless bones automatically