3DSMax 5.1 DTS Exporter - Has anyone compiled it yet?
by Donald McDade · in Artist Corner · 06/23/2003 (2:24 pm) · 32 replies
Has anyone compiled a MaxtoDts exporter for 3D Studio Max 5.1 SP1?
The Mx 5 exporter crashes everytime saying I have no bounds ,but that's BS. It's there but never see's it. Anyhow, is anyone working on this? Or is anyone going to?
Sincerely,
Donald
The Mx 5 exporter crashes everytime saying I have no bounds ,but that's BS. It's there but never see's it. Anyhow, is anyone working on this? Or is anyone going to?
Sincerely,
Donald
#2
the bounding box name = bounds
the bounding box fully encloses the mesh = yes
I checked the hierachy as well and the bounds was not parented to anything, nor is it the parent of anything.
It's just the simple cube tut from the GG site, as I am moving to 3D Max from Lightwave for game modeling. I got the bounding box error every time except once and I can't figure out what I did different the once it kinda worked. ???
Sometimes it crashes 3DSM as well.
Properties:
Win2k
586mRam
3D Studio Max 5.1 SP1
Thanks Donald
06/23/2003 (8:44 pm)
I'll have to send you the file tomorrow, but I did double check and triple check.the bounding box name = bounds
the bounding box fully encloses the mesh = yes
I checked the hierachy as well and the bounds was not parented to anything, nor is it the parent of anything.
It's just the simple cube tut from the GG site, as I am moving to 3D Max from Lightwave for game modeling. I got the bounding box error every time except once and I can't figure out what I did different the once it kinda worked. ???
Sometimes it crashes 3DSM as well.
Properties:
Win2k
586mRam
3D Studio Max 5.1 SP1
Thanks Donald
#3
06/23/2003 (10:39 pm)
Just an idea. Make the bounding box and editable mesh if you have not already.
#4
DO Have a CONFIG saved with your MAX file. If not turn off "collapse tranform" ands save a default config (Under configuration control).
Also the bounds doesn't need to be an editable mesh.
Another thing is about a dozen people have sent me files and complained the exporter wasn't working. I have only found one time it was the exporter not working. Usually its the file.
If you compiled your own and not working I have a download on the resource try the one thats there thats what I use and I don't have any problems.
Or send me the file and I'll tell ya whats wrong with it. Guarantee its not the exporter.
Matt
06/24/2003 (7:20 am)
I just built a simple cube added a box for bounds and put a 1 detail level on it and it went out fine. I use a BASE01 for the parent START01 and DETAIL02. Start01 was the parent to the shape (BOX02 corresponding to the detail level). And BOUNDS was not linked to anythingDO Have a CONFIG saved with your MAX file. If not turn off "collapse tranform" ands save a default config (Under configuration control).
Also the bounds doesn't need to be an editable mesh.
Another thing is about a dozen people have sent me files and complained the exporter wasn't working. I have only found one time it was the exporter not working. Usually its the file.
If you compiled your own and not working I have a download on the resource try the one thats there thats what I use and I don't have any problems.
Or send me the file and I'll tell ya whats wrong with it. Guarantee its not the exporter.
Matt
#5
06/24/2003 (7:27 am)
So is the bounding box supposed to be an editble mesh? I thought it was supposed to be a dummy.
#6
------------------------------------------
Max file C:\3dsmax5\dts_test\crate02.max exported to c:\3dsmax5\dts_test\crate.dts
Exported on Tue Jun 24 09:51:43 2003
Begin reading config file "C:\3dsmax5\dts_test\crate.cfg".
Dump::NodeCollection enabled.
Dump::ShapeConstruction enabled.
Dump::NodeCulling enabled.
Dump::NodeStates enabled.
Dump::NodeStateDetails enabled.
Dump::ObjectStates enabled.
Dump::ObjectStateDetails enabled.
Dump::ObjectOffsets enabled.
Dump::SequenceDetails disabled.
Dump::ShapeHierarchy enabled.
Error::AllowEmptySubtrees enabled.
Error::AllowCrossedDetails disabled.
Error::AllowUnusedMeshes disabled.
Error::AllowOldSequences enabled.
Error::RequireViconNode disabled.
Param::EnableTwoSidedMaterials enabled.
Param::CollapseTransforms disabled.
Param::SequenceExport disabled.
Sequence::defaultCyclic enabled.
Sequence::defaultBlend disabled.
Sequence::defaultFirstLastFrameSame disabled.
Sequence::defaultUseFrameRate enabled.
Sequence::defaultIgnoreGroundTransform disabled.
Sequence::defaultUseGroundFrameRate disabled.
Sequence::defaultEnableMorphAnimation disabled.
Sequence::defaultEnableVisAnimation disabled.
Sequence::defaultEnableTransformAnimation enabled.
Sequence::defaultForceMorphAnimation disabled.
Sequence::defaultForceVisAnimation disabled.
Sequence::defaultForceTransformAnimation disabled.
Sequence::defaultOverrideDuration disabled.
Params::AnimationDelta = 0.000100
Params::MaxFrameRate = 30.000000
Sequence::defaultFrameRate = 15.000000
Sequence::defaultGroundFrameRate = 15.000000
Params::SkinWeightThreshhold = 0.001000
Sequence::defaultDuration = 1.000000
SequenceObject::defaultNumFrames = 2
SequenceObject::defaultNumGroundFrames = 2
SequenceObject::defaultDefaultSequencePriority = 0
Params::weightsPerVertex = 10
Params::T2AutoDetail = 0
Test::test = "xxxxx"
Params::baseTexturePath = "."
End reading config file.
First pass: collect useful nodes...
Processing Node shape with parent Scene Root
Found subtree starting at Node "shape"
Processing Node collision-1 with parent shape
Processing Node detail15 with parent shape
Processing Node start01 with parent shape
Processing Node crate5 with parent start01
Processing Node bounds with parent Scene Root
Found subtree starting at Node "bounds"
Processing Node col-1 with parent Scene Root
Mesh Node "col-1" with parent "Scene Root" added to entry list
----------------
And then I get the bounding box not found.
Matt, I sent you the file btw. I'm not trying to imply that your exporter does not work, but that I cannot get it to work :) As I said, I'm coming to the Max exporter from the LW exporter and it is a big change.
Donald
06/24/2003 (7:42 am)
Here's an output of the dump file:------------------------------------------
Max file C:\3dsmax5\dts_test\crate02.max exported to c:\3dsmax5\dts_test\crate.dts
Exported on Tue Jun 24 09:51:43 2003
Begin reading config file "C:\3dsmax5\dts_test\crate.cfg".
Dump::NodeCollection enabled.
Dump::ShapeConstruction enabled.
Dump::NodeCulling enabled.
Dump::NodeStates enabled.
Dump::NodeStateDetails enabled.
Dump::ObjectStates enabled.
Dump::ObjectStateDetails enabled.
Dump::ObjectOffsets enabled.
Dump::SequenceDetails disabled.
Dump::ShapeHierarchy enabled.
Error::AllowEmptySubtrees enabled.
Error::AllowCrossedDetails disabled.
Error::AllowUnusedMeshes disabled.
Error::AllowOldSequences enabled.
Error::RequireViconNode disabled.
Param::EnableTwoSidedMaterials enabled.
Param::CollapseTransforms disabled.
Param::SequenceExport disabled.
Sequence::defaultCyclic enabled.
Sequence::defaultBlend disabled.
Sequence::defaultFirstLastFrameSame disabled.
Sequence::defaultUseFrameRate enabled.
Sequence::defaultIgnoreGroundTransform disabled.
Sequence::defaultUseGroundFrameRate disabled.
Sequence::defaultEnableMorphAnimation disabled.
Sequence::defaultEnableVisAnimation disabled.
Sequence::defaultEnableTransformAnimation enabled.
Sequence::defaultForceMorphAnimation disabled.
Sequence::defaultForceVisAnimation disabled.
Sequence::defaultForceTransformAnimation disabled.
Sequence::defaultOverrideDuration disabled.
Params::AnimationDelta = 0.000100
Params::MaxFrameRate = 30.000000
Sequence::defaultFrameRate = 15.000000
Sequence::defaultGroundFrameRate = 15.000000
Params::SkinWeightThreshhold = 0.001000
Sequence::defaultDuration = 1.000000
SequenceObject::defaultNumFrames = 2
SequenceObject::defaultNumGroundFrames = 2
SequenceObject::defaultDefaultSequencePriority = 0
Params::weightsPerVertex = 10
Params::T2AutoDetail = 0
Test::test = "xxxxx"
Params::baseTexturePath = "."
End reading config file.
First pass: collect useful nodes...
Processing Node shape with parent Scene Root
Found subtree starting at Node "shape"
Processing Node collision-1 with parent shape
Processing Node detail15 with parent shape
Processing Node start01 with parent shape
Processing Node crate5 with parent start01
Processing Node bounds with parent Scene Root
Found subtree starting at Node "bounds"
Processing Node col-1 with parent Scene Root
Mesh Node "col-1" with parent "Scene Root" added to entry list
----------------
And then I get the bounding box not found.
Matt, I sent you the file btw. I'm not trying to imply that your exporter does not work, but that I cannot get it to work :) As I said, I'm coming to the Max exporter from the LW exporter and it is a big change.
Donald
#7
I just noticed you sent me the file already. Ya your bounding box is a DUMMY BOX and should be a SHAPE either a straight BOX shape or an editable mesh.
Just for your refernce Dummy BOX's have no coordinates they meant to not be exported or veiwed during render. They are simply a place holder for the Heirachy. They allow you to effect child or linked objects without actually changing the object itself. The only info they retain is there PIVOT location and tranform. DTS exporter is looking for corners or vertices on the object to define the bounds.
Also I am not exactly clear on this but in the docs they say use SHAPE01 and START01 for your for the top 2 parents I always use BASE01 and Start01 in that order. Not sure if it makes a difference. But I have no problems with it.
If you run any problems olet me know I would be happy to help.
Matt
EDIT
Ya I still couldn't get yours to go but I didn't open it up to far to look and see whats wrong but I sent ya another file that is basically the same thing.
06/24/2003 (7:47 am)
YEP I just noticed you sent me the file already. Ya your bounding box is a DUMMY BOX and should be a SHAPE either a straight BOX shape or an editable mesh.
Just for your refernce Dummy BOX's have no coordinates they meant to not be exported or veiwed during render. They are simply a place holder for the Heirachy. They allow you to effect child or linked objects without actually changing the object itself. The only info they retain is there PIVOT location and tranform. DTS exporter is looking for corners or vertices on the object to define the bounds.
Also I am not exactly clear on this but in the docs they say use SHAPE01 and START01 for your for the top 2 parents I always use BASE01 and Start01 in that order. Not sure if it makes a difference. But I have no problems with it.
If you run any problems olet me know I would be happy to help.
Matt
EDIT
Ya I still couldn't get yours to go but I didn't open it up to far to look and see whats wrong but I sent ya another file that is basically the same thing.
#8
It might be a good idea to read about what constitutes a Valid Scene in the appendix of the exporter docs.
06/24/2003 (7:47 am)
The bounding box should be a mesh. The name of the start nodes does not matter.It might be a good idea to read about what constitutes a Valid Scene in the appendix of the exporter docs.
#9
Secondly, You have no linking in your file. So I'll do that and give it a go.
Thanks for your help Matt and Joe and Patrick.
06/24/2003 (7:52 am)
I'm looking at your file you just sent, and I see that the "bounds" is a shape. I thought I read in the tut file that it was a dummy, I just went back and looked and it specifically says "box". I guess I miss read that, so my fault and sorry with the hassle on it.Secondly, You have no linking in your file. So I'll do that and give it a go.
Thanks for your help Matt and Joe and Patrick.
#10
The only reason editable POLY won't work because max recongnizes that as another shape_class (QUAD_OBJECT) and they don't convert.
Just a little to much info
Matt
06/24/2003 (7:53 am)
I haven't noticed a difference between a straight BOX or MESH. Actually they retain the same properties and export the same. DTS exporter checks to see if if it can be triangulated (or converted to a TRI_OBJECT).The only reason editable POLY won't work because max recongnizes that as another shape_class (QUAD_OBJECT) and they don't convert.
Just a little to much info
Matt
#11
I can't keep up I type a post and there are 3 others and an edit. By the time I post
Matt
06/24/2003 (7:56 am)
I might not have saved that. SORRYI can't keep up I type a post and there are 3 others and an edit. By the time I post
Matt
#12
Donald
06/24/2003 (8:04 am)
Thanks Matt. Yours works perfectly. I checked the dump, perfect. Thanks a gain, I'm taking some screen grabs of the hierachy for my future reference and printing the dump file... Thanks again.Donald
#13
As for any geometry in your scene you should put it as an Editable Mesh, the exporter does not like Editable Polys (because the exporter was originally written for Max R3).
Logan
06/24/2003 (9:22 am)
Donald if you are ever confused over what a DTS node should be you can quickly consult the [url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4273]DTS Node Listing./url] reference that I created.As for any geometry in your scene you should put it as an Editable Mesh, the exporter does not like Editable Polys (because the exporter was originally written for Max R3).
Logan
#14
As always, the GG community rocks. Great place for help. I appreciet it everyone.
Donald
06/24/2003 (9:25 am)
Thanks Logan. This morning I printed that out, and I printed the DTS Exporter document as well, and created a nifty little binder to carry it around in :)As always, the GG community rocks. Great place for help. I appreciet it everyone.
Donald
#15
I get crashes resulting from the Multires mesh object.
I know this by deleteing it then it will export fine.
What I don't understand is why the exporter will not allow me to use bones for player models? I have tried a lot of varations. Can someone please post the exporters exact requirements down to the last node and its parameters?
what will export and what will not including any modifiers or assigned controllers?
I would do it but I am not a programmer and have not been digging in the code.
It would be greatly appricieated to have a list of do's and don'ts that will avoid me from restarting 3dsmax every time the exporter runs across something.
BTW the dump does not tell me that the mesh I have multires modifier on was the problem. I figured it by trial and error. I have wasted so much time with this. :(
07/04/2003 (11:37 pm)
I am tring to export a player model.I get crashes resulting from the Multires mesh object.
I know this by deleteing it then it will export fine.
What I don't understand is why the exporter will not allow me to use bones for player models? I have tried a lot of varations. Can someone please post the exporters exact requirements down to the last node and its parameters?
what will export and what will not including any modifiers or assigned controllers?
I would do it but I am not a programmer and have not been digging in the code.
It would be greatly appricieated to have a list of do's and don'ts that will avoid me from restarting 3dsmax every time the exporter runs across something.
BTW the dump does not tell me that the mesh I have multires modifier on was the problem. I figured it by trial and error. I have wasted so much time with this. :(
#16
The exporter is not really that picky. It will handle just about everything I can throw at it.
Some hints. Use Skin not physique, and don't remove any bones from the skinlist in the Skin modifier. Don't leave the numbers at the ends of the bone names, as the exporter will think that the trailing numbers are for detail levels.
07/04/2003 (11:44 pm)
I am using the Max 4 exporter and the Max 4 Multires Plugin in Max 5 and I am experiencing no problems.The exporter is not really that picky. It will handle just about everything I can throw at it.
Some hints. Use Skin not physique, and don't remove any bones from the skinlist in the Skin modifier. Don't leave the numbers at the ends of the bone names, as the exporter will think that the trailing numbers are for detail levels.
#17
I can send you the max scene file if that will help?
Lete me know. Thanks.
07/05/2003 (4:57 am)
Ok I will try using the max 4 exporter. perhpas the reason I am suffering from errors is the recompiled exporter I got from someone here.I can send you the max scene file if that will help?
Lete me know. Thanks.
#18
I just tried the max 4 exporter from GG's file pack.
I am still having the same export crash.
I can't even tell from the dump file what is wrong...
Why couldn't someone have put decent rutines in it so it doesn't crash. :(
This is very frustrating. I am unable to get this one model to export.
works on my other one but not this one.
I can't for the life of me figure out why.
07/05/2003 (5:08 am)
Ugh.I just tried the max 4 exporter from GG's file pack.
I am still having the same export crash.
I can't even tell from the dump file what is wrong...
Why couldn't someone have put decent rutines in it so it doesn't crash. :(
This is very frustrating. I am unable to get this one model to export.
works on my other one but not this one.
I can't for the life of me figure out why.
#19
I just tried the max 4 exporter from GG's file pack.
I am still having the same export crash.
I can't even tell from the dump file what is wrong...
Why couldn't someone have put decent rutines in it so it doesn't crash. :(
This is very frustrating. I am unable to get this one model to export.
works on my other one but not this one.
I can't for the life of me figure out why.
07/05/2003 (5:26 am)
Ugh.I just tried the max 4 exporter from GG's file pack.
I am still having the same export crash.
I can't even tell from the dump file what is wrong...
Why couldn't someone have put decent rutines in it so it doesn't crash. :(
This is very frustrating. I am unable to get this one model to export.
works on my other one but not this one.
I can't for the life of me figure out why.
#20
Any clues or suggestions?
07/05/2003 (6:21 am)
Now This is very strange. I deleted the multires modifier and it exported fine... Any clues or suggestions?
Torque Owner Matthew Jones
The only 2 things I can think of that it might be is your bounding box is not named "bounds" or you linked it somewhere in the heirachy.
Let me know
Matt