Game Development Community

Model not exporting

by Ben Jones · in Artist Corner · 10/31/2006 (2:55 pm) · 15 replies

Hey! I feel noobish so feel free to point and laugh, anyway.
img403.imageshack.us/img403/9402/humanpd0.gif
for some reason the mesh isnt exporting when i export to dts with 3dsmax. I can't seem to figure it out. at first i thought it might be my multi sub object material but i tested it with jsut a normal standard material and it didnt work and then i tried messing around with the config file, putting hte mesh of hte model under always export but that still didnt work. so if you guys could help me out that'd be great.

here's my hierarchy: img437.imageshack.us/img437/9703/hierarchyan6.gif
and what it loosk like in show tool, you can see that the nodes export. img403.imageshack.us/img403/8185/showtooliz7.gif
and here is my dump file.
www.geocities.com/kelna2/dump.txt

i dont get any errors on export so im guessing that im just doing one stupid little tiny thing that is throwing me off.

thanks!!!!

-Ben Jones

#1
11/01/2006 (4:28 pm)
Hey! i figured it out. It was, just as i predicted, something really simple and stupid. I didnt capitalize the D in detail.....
#2
11/10/2006 (8:51 am)
OK so now the model shows up in showtool, and works perfectly fine in showtool but it doesnt show up in TGE. im kinda confused because aren't models that work in showtool supose to work ingame? I've tested it in TGE 1.4 and 1.5 and when i go to place the model all i get is a little axis to move the model, but the actualy model isnt there. so what am i doing wrong?
#3
11/10/2006 (9:04 am)
What do you mean "Dosnt show up in game"?

Was the object created, but its not rendering?

Is it not showing up in your Static objects list?

Did you assign it as your player, and edit the data block, but its not finding the model?

ETC...
#4
11/10/2006 (10:45 am)
img234.imageshack.us/img234/3076/thisiswhatitlookslikeqq1.jpgright now im just trying to get it to load so im not worried about the datablock im just tryign to place it as a static object.
#5
11/10/2006 (10:47 am)
Check your scale.
#6
11/10/2006 (12:53 pm)
The model would be huge or tiny in show tool if that were the case. It's about 1.878 max units so 1.878 x 3 = 5.634 torque feet which is a normal size for a human.

img212.imageshack.us/img212/4775/humanscalerb1.jpg
but that could have been it thanks for helping, but im still frustrated as to why it isn't working.
#7
11/10/2006 (5:26 pm)
Hmm I was thinking and I thought it might be my config file. I was using pretty much the kork config file with a few things changed so i decided to make one specific to my model. but i tested it and it wasnt that. the model still shows up in showtool but not in TGE. here is my config file:

AlwaysExport:
eye
cam
mount0
mount1
mount2
mount3
Bip01 Head
Bip01 L Calf
Bip01 R Calf
Bip01 L Clavicle
Bip01 R Clavicle
Bip01 L Finger0
Bip01 L Finger1
Bip01 L Finger2
Bip01 L Finger3
Bip01 L Finger4
Bip01 R Finger0
Bip01 R Finger1
Bip01 R Finger2
Bip01 R Finger3
Bip01 R Finger4
Bip01 L Finger01
Bip01 L Finger11
Bip01 L Finger21
Bip01 L Finger31
Bip01 L Finger41
Bip01 R Finger01
Bip01 R Finger11
Bip01 R Finger21
Bip01 R Finger31
Bip01 R Finger41
Bip01 L Foot
Bip01 R Foot
Bip01 L Forearm
Bip01 R Forearm
Bip01 L Hand
Bip01 R Hand
Bip01 L Thigh
Bip01 R Thigh
Bip01 L Toe0
Bip01 R Toe0
Bip01 L UpperArm
Bip01 R UpperArm
Bip01 Neck
Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01_Eye
Bip01_Jaw

NeverExport:
Bip01

Dummy*
Bip01 L Finger0Nub
Bip01 L Finger1Nub
Bip01 L Finger2Nub
Bip01 L Finger3Nub
Bip01 L Finger4Nub
Bip01 R Finger0Nub
Bip01 R Finger1Nub
Bip01 R Finger2Nub
Bip01 R Finger3Nub
Bip01 R Finger4Nub
Bip01 L Toe0Nub
Bip01 R Toe0Nub
Bip01 HeadNub

oh by the way i have changed a few thigns in the hierarchy (the image on my first post) i have the root animation node now on its own separate .max file i also set the detail fo the human to 30 insted of 3. i think thats all ive changed in the hierarchy.
#8
11/10/2006 (5:38 pm)
Sadly i'm a lightwave user, so i would not know if that was correct or not.
#9
11/10/2006 (5:57 pm)
Oh, well thanks for trying to help me out with my model. I really wanna get this model working. I don't get it, it works in showtool but not ingame. I thought showtool had the same environment as the game engine so you could test your models before you put them into your game. I've been testing my character in a clean version of TGE so its not the engine itself.

do any GG people know what I'm doing wrong?
#10
11/10/2006 (8:46 pm)
Just thought id post an image of my model in showtool, just to show you im not lying about it loading in showtool and not loading in TGE. I really want to get thsi model up and working, i also noticed that 2 of my mount points didnt export i think it was because i had them linked to the bip node and i told it not to export the bip, ill just link them to the pelvis insted.

img206.imageshack.us/img206/2728/showtoolloadsut1.gif
#11
11/10/2006 (9:56 pm)
What does your console spit out when you try to load?
#12
11/11/2006 (8:31 am)
This is what i get in my console log

//-------------------------- 11/11/2006 -- 11:24:19 -----
Processor Init:
   Intel Pentium 4, ~2.75 Ghz
     (timed at roughly 2.76 Ghz)
   FPU detected
   MMX detected
   SSE detected
 
Math Init:
   Installing Standard C extensions
   Installing Assembly extensions
   Installing FPU extensions
   Installing MMX extensions
   Installing SSE extensions
 
Input Init:
   keyboard0 input device created.
   mouse0 input device created.
   DirectInput enabled.

--------- ROOT MAIN.CS: Loading MODS ---------
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script exporter/main.cs.
--------- ROOT MAIN.CS: Loading MODS Complete ---------
--------- ROOT MAIN.CS: Parsing Arguments ---------
Loading compiled script exporter/defaults.cs.
Compiling exporter/cprefs.cs...
Loading compiled script exporter/cprefs.cs.
--------- ROOT MAIN.CS: Starting up ---------

--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.

--------- EXPORTER MAIN.CS: Initializing MOD: DTS Exporter ---------
Video Init:
   Accelerated OpenGL display device detected.
   Accelerated D3D device not detected.
   Voodoo 2 display device not detected.

Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 800x600x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
  32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
  Vendor: ATI Technologies Inc.
  Renderer: MOBILITY/RADEON 9000 DDR x86/SSE2
  Version: 1.3.1050 WinXP Release
OpenGL Init: Enabled Extensions
  ARB_multitexture (Max Texture Units: 6)
  EXT_compiled_vertex_array
  EXT_texture_env_combine
  EXT_packed_pixels
  EXT_fog_coord
  ARB_texture_compression
  EXT_texture_compression_s3tc
  (ARB|EXT)_texture_env_add
  EXT_texture_filter_anisotropic (Max anisotropy: 16.000000)
  WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
  EXT_paletted_texture
  NV_vertex_array_range
  3DFX_texture_compression_FXT1

Loading compiled script common/ui/defaultProfiles.cs.
Loading compiled script common/ui/GuiEditorGui.gui.
Loading compiled script common/ui/ConsoleDlg.gui.
Loading compiled script common/ui/InspectDlg.gui.
Loading compiled script common/ui/InspectAddFieldDlg.gui.
Loading compiled script common/ui/LoadFileDlg.gui.
Loading compiled script common/ui/SaveFileDlg.gui.
Loading compiled script common/ui/MessageBoxOkDlg.gui.
Loading compiled script common/ui/MessageBoxYesNoDlg.gui.
Loading compiled script common/ui/MessageBoxOKCancelDlg.gui.
Loading compiled script common/ui/MessagePopupDlg.gui.
Loading compiled script common/ui/HelpDlg.gui.
Loading compiled script common/ui/RecordingsDlg.gui.
Loading compiled script common/ui/NetGraphGui.gui.
Loading compiled script common/client/metrics.cs.
Loading compiled script common/ui/FrameOverlayGui.gui.
Loading compiled script common/client/messageBox.cs.
Loading compiled script common/client/screenshot.cs.
Loading compiled script common/client/cursor.cs.
Loading compiled script common/client/help.cs.
Loading compiled script common/client/recordings.cs.

OpenAL Driver Init:


--------- EXPORTER MAIN.CS: initExporter() ---------
Loading compiled script exporter/ui/LoadFileDialog.gui.
Loading compiled script exporter/ui/OpenGLInfoDialog.gui.
Loading compiled script exporter/ui/ProgramAboutDialog.gui.
Loading compiled script exporter/ui/LightAngleDialog.gui.
Loading compiled script exporter/ui/ProjectDirectoryDialog.gui.
Loading compiled script exporter/ui/PresetsDialog.gui.
Loading compiled script exporter/ui/DTSExporter.gui.
Compiling exporter/presets.cs...
Loading compiled script exporter/presets.cs.
Loading compiled script exporter/scripts/projectdirectorydialog.cs.
Loading compiled script exporter/scripts/presetsdialog.cs.
Loading compiled script exporter/scripts/help.cs.
Loading compiled script exporter/scripts/oglinfodialog.cs.
Loading compiled script exporter/scripts/colorpopup.cs.
Loading compiled script exporter/scripts/dplights.cs.
Loading compiled script exporter/scripts/displayview.cs.
Loading compiled script exporter/scripts/shapewindow.cs.
Loading compiled script exporter/scripts/gearmenu.cs.
Loading compiled script exporter/scripts/objectviewergui.cs.
Loading compiled script exporter/scripts/objectviewer.bind.cs.
Set::getObject index out of range.
GuiObjectView2::setObject: Could not find SimSet DEObjectSet
SequenceListWindow::update()
ThreadWindow::update()
MountWindow::update()
MaterialsWindow::update()
LODWindow::update()
ShapeWindow::update()
SequenceListWindow::onWake()
MountWindow::onWake()
MaterialsWindow::onWake()
LODWindow::onWake()
ThreadWindow::onWake()
ShapeWindow::onWake()
--------- ROOT MAIN.CS: Engine initialized ---------
SequenceListWindow::update()
ThreadWindow::update()
DEObject::setCurrentThread: thread index out of range
MountWindow::update()
MaterialsWindow::update()
LODWindow::update()
ShapeWindow::update()
DEObject::getThreadSequence: index out of range
DEObject::pauseCurrentThread: current thread index out of range
SequenceListWindow::update()
ThreadWindow::update()
DEObject::setCurrentThread: thread index out of range
MountWindow::update()
MaterialsWindow::update()
LODWindow::update()
ShapeWindow::update()
DEObject::getThreadSequence: index out of range
Exporting client prefs
Exporting server prefs
Exporting user presets
Exporting client prefs
Exporting server prefs
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
#13
11/12/2006 (11:43 am)
Arrrrrrrrg I can't figure out what i'm doing wrong. hmm well I'll email my 3dsmax file to a GG associate if one replies so that they can look at the file and find where i went wrong. so.... if there are any garagegames associates out there that think they might know what im doing wrong id really really really love it if you could tell me what im doing wrong.
#14
11/12/2006 (2:23 pm)
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT!!!!!!!!!!!!!!!

i figured it out!!!!!!!!!!!!

See, about a month or so ago i upgraded from 3dsmax 7 to 3dsmax 8 and so i went and grabbed my dts export plugin for 3dsmax 7 on my external hard drive and put it in my 3dsmax 8 plugins folder. now i must have put that 3dsmax 7 plugin on my external hard drive before the newer plugin for 3dsmax 6-8 came out. so yeah it was my exporter that was screwing it up.

img65.imageshack.us/img65/9420/ownedaa2.jpg
but im still curious as to why it was workign in showtool and not TGE.....
#15
11/12/2006 (5:31 pm)
Great!




No clue.