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.

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:
and what it loosk like in show tool, you can see that the nodes export.
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

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:

and what it loosk like in show tool, you can see that the nodes export.

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
About the author
#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
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...
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
right 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.
11/10/2006 (10:45 am)
right 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

but that could have been it thanks for helping, but im still frustrated as to why it isn't working.
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.
but that could have been it thanks for helping, but im still frustrated as to why it isn't working.
#7
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.
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
do any GG people know what I'm doing wrong?
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.
#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
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.

but im still curious as to why it was workign in showtool and not TGE.....
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.

but im still curious as to why it was workign in showtool and not TGE.....
Ben Jones