Player character not appearing after 3rd pass
by Rex · in Artist Corner · 09/04/2003 (9:40 pm) · 3 replies
Hi ho, After getting a Ms3d character exported, I've been trying to follow the Max files tutorial with the Green Guy...
I've managed to get it all set up and the exporter gets chugging away and a DTS model appears, but it seemed light on data size, and it did not appear in the -showTool at all???
the DMP file seems to get well into the third pass, but not having gotten it successful yet, I don't know how far it had to go.
...these are the last few lines:
Sequences:
Material list:
material #0: "player".
Checking for duplicate nodes...
Checking for duplicate objects...
...after that, a model appears in file form, but not visible in the -showTool.
thanks for any tips, I searched for and found only one thread about invisible textures/not showing, but the tips didn't help me..
Do I need to input something in the Base Texture field?
I've managed to get it all set up and the exporter gets chugging away and a DTS model appears, but it seemed light on data size, and it did not appear in the -showTool at all???
the DMP file seems to get well into the third pass, but not having gotten it successful yet, I don't know how far it had to go.
...these are the last few lines:
Sequences:
Material list:
material #0: "player".
Checking for duplicate nodes...
Checking for duplicate objects...
...after that, a model appears in file form, but not visible in the -showTool.
thanks for any tips, I searched for and found only one thread about invisible textures/not showing, but the tips didn't help me..
Do I need to input something in the Base Texture field?
About the author
Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.
#2
...weird, because I just ran thru the TGETut Building a new character model, and things seemed to work just fine, I've even run the Multires test files attached to a thread some time ago, that worked just fine, probably my setup somehow...thanks for detail tip, I'll go back and look more, although the segemented character was vastly more simple to setup and export, even attached itself nicely to the default animations, without being in the Root pose position of the animations!!! That was a very nice surprise!
09/05/2003 (2:35 pm)
...well, that was the end of the file I submitted;D'oh...does that mean my bodymesh needs to have the same trailing number as the highest detail marker number? Even as a single mesh? I did see a tree structure generated near the end...thanks. I'll go back and check, because the dmps from both single and segmented models appeared very similar...??...weird, because I just ran thru the TGETut Building a new character model, and things seemed to work just fine, I've even run the Multires test files attached to a thread some time ago, that worked just fine, probably my setup somehow...thanks for detail tip, I'll go back and look more, although the segemented character was vastly more simple to setup and export, even attached itself nicely to the default animations, without being in the Root pose position of the animations!!! That was a very nice surprise!
#3
09/06/2003 (9:40 am)
It could be how you have your hierarchy setup in your scene. Check to make certain that everything is the way that it should be.
Associate Logan Foster
perPixel Studios
Logan