Max2dtsExporter probs
by Chris Bowden · in Torque Game Engine · 09/06/2001 (6:12 pm) · 12 replies
My team and myself have been experiencing problems with the Max2dts exporter. When we've tried to use it, 3dsmax 3.1 will crash upon exporting, and hence won't export the model. I've tried two version of the exporter (the one our programmer compiled and one I found on Mod Central. I've also tried using an exporter for Milkshape, using the described method on Mod Central. No luck. I've tried the Beginners tutorial over at Gameznet, even using their example .max file, and still no go.
Is anyone else experiencing similar probs? Can anyone help out? I posted this earlier in the Complete Working Weapon Example, but received no reply so far.
Thanks
Is anyone else experiencing similar probs? Can anyone help out? I posted this earlier in the Complete Working Weapon Example, but received no reply so far.
Thanks
#3
09/07/2001 (9:57 pm)
Hmm, unfortunately it looks like the one over at Gameznet is just this one mirrored (or vice versa).
#4
When you say
What message appears when it crashes. Additionally, in the directory that your model is created with a zero length there will be a file called "dump.dmp", post the last 5 or so lines of text so I can see how far the exporter got before abending!
--Darren
09/08/2001 (6:09 pm)
ChrisWhen you say
Quote:When we've tried to use it, 3dsmax 3.1 will crash upon exporting, and hence won't export the model.
What message appears when it crashes. Additionally, in the directory that your model is created with a zero length there will be a file called "dump.dmp", post the last 5 or so lines of text so I can see how far the exporter got before abending!
--Darren
#5
As for the last few lines:
09/09/2001 (12:20 am)
An Error has occurred and the application will now close. No scene changes have occurred since your last save is the usual one I get.As for the last few lines:
Third pass: Collapsing unneeded nodes... Removing node "Shape" Removing node "Start" Adding mesh of size 49 to object "Box".
#6
The error is a general Max error that occurs because the exporter has generated an error (exception) that the plugin doesnot handle. --No help determining your problem.
Unfortunately, the "Adding mesh..." is not what I get during a typical (assuming basic) Shape export. --No help either.
Ok!, what I have done is compile the v12 exporter,
create a simple cube.max and linked the hierachy for you to test.
Download the file:
www.users.bigpond.com/msn/djhannah/v12-sample/v12-max.zip
The file readme.txt steps through the installation, and test to perform.
Let me know how you go!
--Darren
09/10/2001 (4:14 am)
Thanks for the info Chris,The error is a general Max error that occurs because the exporter has generated an error (exception) that the plugin doesnot handle. --No help determining your problem.
Unfortunately, the "Adding mesh..." is not what I get during a typical (assuming basic) Shape export. --No help either.
Ok!, what I have done is compile the v12 exporter,
create a simple cube.max and linked the hierachy for you to test.
Download the file:
www.users.bigpond.com/msn/djhannah/v12-sample/v12-max.zip
The file readme.txt steps through the installation, and test to perform.
Let me know how you go!
--Darren
#7
Sasha
P.S. In case this is correct it would be nice if GG updates their doc to reflect this bug.
09/10/2001 (12:30 pm)
I had a similar problem that has been resolved by saving max scene before exporting. I think that document shouldn't remain "Untitled" or exporter will crash.Sasha
P.S. In case this is correct it would be nice if GG updates their doc to reflect this bug.
#8
WHEEEEEEEEEEEEEEEEEEEEEEE!
09/11/2001 (3:53 pm)
Darren, I officially owe you a beer. @:-) Gracias for the help mate.WHEEEEEEEEEEEEEEEEEEEEEEE!
#10
I was having the same problem, but when I replaced the max .dle file that came with V12 with the one that I got from the link above, my scene exported fine.
Daren, how did you make the plugin? Was it a straight compile from the source code?
09/20/2001 (3:29 pm)
Cool, thanks Darren.I was having the same problem, but when I replaced the max .dle file that came with V12 with the one that I got from the link above, my scene exported fine.
Daren, how did you make the plugin? Was it a straight compile from the source code?
#11
The most common reason the exporter does not work is failure to compile the exporter correctly.
The V12 documentation file "win32.vc6.html" provides detail on recompiling the exporter at the command line.
The main problem using the IDE, is that the exporter code uses a define call #MAX_UTIL, which in-turn is referenced in several of the "\v12\engine\ts\*.cc" files. VC++ is not enforcing the define during recompilation/build (and hence not regenerating the relevant .obj's for \ts\*.cc) for linking with the exporter.
Under the IDE, you need to use "Add Files to Project..." under the workspace project
"\v12\tools\max2dtsExporter.dsp", to add the files "v12\engine\ts\*.cc".
This ensures during compilation of the exporter that new .obj's are created specifically for linkage with the exporter code... and problem fixed!
Hope this helps
--Darren
09/20/2001 (6:59 pm)
Hi Jim,The most common reason the exporter does not work is failure to compile the exporter correctly.
The V12 documentation file "win32.vc6.html" provides detail on recompiling the exporter at the command line.
The main problem using the IDE, is that the exporter code uses a define call #MAX_UTIL, which in-turn is referenced in several of the "\v12\engine\ts\*.cc" files. VC++ is not enforcing the define during recompilation/build (and hence not regenerating the relevant .obj's for \ts\*.cc) for linking with the exporter.
Under the IDE, you need to use "Add Files to Project..." under the workspace project
"\v12\tools\max2dtsExporter.dsp", to add the files "v12\engine\ts\*.cc".
This ensures during compilation of the exporter that new .obj's are created specifically for linkage with the exporter code... and problem fixed!
Hope this helps
--Darren
#12
09/21/2001 (2:41 pm)
Thanks again Darren ... looks like I owe you a beer too.
Alf M Comps