Game Development Community

Help with Max2dts Exporter..

by John \"Johnny Action\" Aho · in Artist Corner · 10/17/2003 (6:12 pm) · 10 replies

Hello everybody,
I keep getting this issue on a model I'm trying to export,
"Assertion failed: too many details for mesh"

It's probably something simple but I don't know.

John Aho

#1
10/17/2003 (8:57 pm)
I have never seen that error before. Perhaps you could give us some more information about your scene or even upload it so that I (or someone else) can look at it and give you some valid suggestions to try out?

Logan
#2
10/18/2003 (3:42 am)
This

"URL REMOVED"

is the 3ds 5.1 file, I mapped mars to each of the polygons.

I was able to get the precursor to this model to work but it had far less details and would have been way rougher to animate.
#3
10/18/2003 (10:03 am)
Well you definatly got to many detail levels. You have misunderstood how the details work.
The base model or models correspond with the detail. So your mesh has 167 parts each part needs to be named somthing like the following Gengonp1_02,Gengonp2_02,Gengonp2_02,Gengonp2_02. Those parts would coresspond to detail2.
I'll rename the stuff in your file and put it back up for download.

By the way its a nice model but the way you rigged it is a mystery to me. Have every part of the mesh a different peice is just asking for it. And having to skin each part is going to be long and drawn out. I am not sure if the DTS exporter can parse this many parts or not never tried.

Is there any reason why you built it this way or are you not sure yourself

Let me know, I play with the model and put it for download later.
Matt
#4
10/18/2003 (10:55 am)
OK heres a shot its in game as a static model www.matthewcjones.com/oddshots/spider.gif
Heres your File back

Look at how I did the naming. Aperrantly if you have more than 2 digits in your detail numbering it will not export with that error.

I rigged it alittle different but with the skin modifier youll get the same results as you were trying.
I would still be interested in finding out why you set it up the way you did.

Matt
#5
10/18/2003 (2:34 pm)
Thank you very much for all the help.

I'm still a newbie to game modeling and heck, 3d modelling in general so that's why I rigged everything the way I did. If there is a much better way to do something like this please tell me, I'm more than open to suggestions.


Oh yeah, you guys rock.

John
#6
10/18/2003 (3:41 pm)
I assume you got the file so I am going to take the download down. Your doing alright but I watch the polycount. You could make those legs with just as much detail and less polies. You'll figure it out if you keep that in mind.

Matt
#7
10/18/2003 (9:07 pm)
Yes I got the file thank you very much for your help.

John
#8
02/12/2004 (5:25 am)
Hi,

got the same problem with my tree. Well ok there are many rectangles for the leaves but could there be too many ? First i had to rename them all (were grouped and cloned before :( )..ok after fixing it, i now got the above mentioned problem (too many details).

See home.pages.at/belgos/tree.rar for example

Maybe anyone got a clue what's wrong ? Any help is appreciated.

Thanks,
Alexander
#9
02/14/2004 (3:57 am)
I hesitated to answer this because reading the top part of the post should have solved your problem. Then again reading the docs would have prevented it all together. You should read the DTS DOCS

The biggest problem is the lack of detail numbers. You have Detail02 in your scene but only one object named "rectangle02" corresponds with detail level. Every object in your scene should end with a "2" (Unless your using LOD, I am not gonna explain that now). That number dictates to the engine that that model will be displayed as long as it is worth 2 pixels on the screen. The tree setup right but you'll probably have sort problems.
HERE is a solution that will help that.
You should also use multi subobject materials.
Maybe I'll fool with this model so you can see but it wont be until tonight.

Matt
#10
02/14/2004 (5:41 am)
Thanks for the answer :)

Figured it out yesterday on myself..after rereading this thread. Well seemed to be a RTFM-failure on my side...i renamed the shapes and voil