Simple shape from MAX 7
by Jacob · in Artist Corner · 11/23/2004 (8:16 pm) · 18 replies
Hi everyone,
I'm new to MAX and have ver 7. I was following the Simple Shape Tutorial for MAX - the one in the Torque documentaion and it's asking to do the following:
"Procedure 8.4. Add The Detail Number
1. Select SimpleShape.
2. Press the "Renumber Selection" Button. A dialog box will pop up.
3. Enter '2' in the window and hit OK. This will add a trailing number to your shape (this will be the detail resolution)."
...and than it shows a schematic view. I have the MAX 7 dts exporter but it's probably different than the one used for the tutorial...I think that one is for ver 4. I have not been able to find "Renumber Selection" anywhere in MAX. I have no problem with the bounds or even creating the dummy objects and I've linked them in the schematic view to look like the tutorial. It exports without any errors. When I use the show tool, I can load the shape but nothing shows up. I have a .jpg and .bmp file in the same folder as the .dts file just like the tutorial explained. My object is a simple cylinder - I did not use a sphere as the tutorial suggested but that shouldn't matter I think. I hope no one will suggest using Milkshape...I know that MAX CAN be used :) I would appreciate any help so that I can actually start making some graphics for my game! :) Thanks in advance.
I'm new to MAX and have ver 7. I was following the Simple Shape Tutorial for MAX - the one in the Torque documentaion and it's asking to do the following:
"Procedure 8.4. Add The Detail Number
1. Select SimpleShape.
2. Press the "Renumber Selection" Button. A dialog box will pop up.
3. Enter '2' in the window and hit OK. This will add a trailing number to your shape (this will be the detail resolution)."
...and than it shows a schematic view. I have the MAX 7 dts exporter but it's probably different than the one used for the tutorial...I think that one is for ver 4. I have not been able to find "Renumber Selection" anywhere in MAX. I have no problem with the bounds or even creating the dummy objects and I've linked them in the schematic view to look like the tutorial. It exports without any errors. When I use the show tool, I can load the shape but nothing shows up. I have a .jpg and .bmp file in the same folder as the .dts file just like the tutorial explained. My object is a simple cylinder - I did not use a sphere as the tutorial suggested but that shouldn't matter I think. I hope no one will suggest using Milkshape...I know that MAX CAN be used :) I would appreciate any help so that I can actually start making some graphics for my game! :) Thanks in advance.
About the author
#2
Just rename your shape manually. Ie Shape100(Fullsize), Shape75(multires to 75%),ect....
Make sure you have Corresponding detail marker(dummies) with your scene.
To save time heres a a pic of a schematic of a simple scene, from MAX7
Hope you can get it.
Matt
11/24/2004 (3:47 am)
I beleive the "renumber selection" stuuf is in the Script FIle that comes with the DTS download. You don't need for a simple shape.Just rename your shape manually. Ie Shape100(Fullsize), Shape75(multires to 75%),ect....
Make sure you have Corresponding detail marker(dummies) with your scene.
To save time heres a a pic of a schematic of a simple scene, from MAX7
Hope you can get it.
Matt
#3
11/24/2004 (8:42 pm)
Thank you both, I have been able to figure out where the dts exporter options are and I can now use my shapes in Torque...now on to the multi detail work...I have tried to do my layout as your example above - Matt and my shape (it's a simple cone) does not seem to change detail level as I move away from the object in my mission. I have even made drastic changes to the complexity between my high and low level detail so that the change would be obvious. In the GarageGames tutorial, it asks to unlink all but the highest detail from start01 - unlike what you have above but that didn't work either. I'll keep trying.
#4
You need to run the shape through the "UnmessDTS" tool. I guess that comes with the download from the docs. You know the one with blue guy and all the examples for the docs.
Anyway it straightens out the order in which the LOD will display. After running your model through it it will work fine.
Remember that your detail number (IE "Shape256") is the amount of pixals the object covers on the screen. So the higher resolution the less you'll notice the LOD. But with showtoll you can preveiw all your LOD levels.
Matt
11/25/2004 (5:49 am)
Oh yaYou need to run the shape through the "UnmessDTS" tool. I guess that comes with the download from the docs. You know the one with blue guy and all the examples for the docs.
Anyway it straightens out the order in which the LOD will display. After running your model through it it will work fine.
Remember that your detail number (IE "Shape256") is the amount of pixals the object covers on the screen. So the higher resolution the less you'll notice the LOD. But with showtoll you can preveiw all your LOD levels.
Matt
#5
11/25/2004 (7:06 am)
UnmessDTS did the trick - thanks for your help!
#6
I have exactly the same problem as you. My LODs do not show up. I have passed the shape through UNMESS but the LODS still do not show. Is there antything else u did to resolve this problem?
Thanks
Steve
11/26/2004 (3:22 pm)
Hi Jacob,I have exactly the same problem as you. My LODs do not show up. I have passed the shape through UNMESS but the LODS still do not show. Is there antything else u did to resolve this problem?
Thanks
Steve
#7
No, just running it through unmess did the trick but as mentioned, the LODs show up according to the size of the object on the user's screen and that will depend on your resolution. Also, did you set up your shape correctly in MAX - making sure you have the collision-1 and col-1 in the proper place? At one point I realized that I spelled collision with only one "l" and I didn't notice it for some time since the text was so small. :)
11/26/2004 (3:36 pm)
Hi Stevie,No, just running it through unmess did the trick but as mentioned, the LODs show up according to the size of the object on the user's screen and that will depend on your resolution. Also, did you set up your shape correctly in MAX - making sure you have the collision-1 and col-1 in the proper place? At one point I realized that I spelled collision with only one "l" and I didn't notice it for some time since the text was so small. :)
#8
Cheers
email is yertari@msn.com - same for msnchat - i would be most grateful if u could prodive a simple shape setup that works
Steve
11/26/2004 (3:40 pm)
Mate i have been racking my brains on this 24 hrs a day literally.... for four days now and i cannot get a result at all. Would there be a possibility of u sending me a simple shape that u have created in max 7 with LODS#'s that work to see what the heck is going on.. I could then export it into show tool to see if it works. I have been through this so many times, with my tree objects, simple shapes, diff detail settings etc - to no avail - but what is interesting is that when i move the slider in show tool to see the different levels of detail - i see the diff LODS - but not auatomically in game or when zooming in and outCheers
email is yertari@msn.com - same for msnchat - i would be most grateful if u could prodive a simple shape setup that works
Steve
#9
Basically if you look at the schematic I put up there you should get the idea. But to touch up on it a little.
You'll notice the "base" node ls on top of everything. thats where the exporter starts. Next is the start node. That is the start of all the geometry in the scene. Then you'll see 2 "Detail markers. (Detail100, Detail75).
They correspond with the shapes name/number scheme. Shape100 has a detail100. Shape75 has a detail75.
The detail markers tell the engine what can be rendered in the shape. So you need to make sure all your naming is in that pattern. Shape100 should have detail100. Make sure to link them up the same too.Base01, parents Start and all detail, and collision markers. Start parents all geometry. All geometry must correspond with the detail markers and be linked to start.
I could keep going over it but heres a simple scene made in MAX6 that should give a better idea of whats going on. Make sure to look at the schematic view to see the heirachry laid out.
Simple Scene
Matt
11/26/2004 (3:48 pm)
Is your heirachy setup correctly?Basically if you look at the schematic I put up there you should get the idea. But to touch up on it a little.
You'll notice the "base" node ls on top of everything. thats where the exporter starts. Next is the start node. That is the start of all the geometry in the scene. Then you'll see 2 "Detail markers. (Detail100, Detail75).
They correspond with the shapes name/number scheme. Shape100 has a detail100. Shape75 has a detail75.
The detail markers tell the engine what can be rendered in the shape. So you need to make sure all your naming is in that pattern. Shape100 should have detail100. Make sure to link them up the same too.Base01, parents Start and all detail, and collision markers. Start parents all geometry. All geometry must correspond with the detail markers and be linked to start.
I could keep going over it but heres a simple scene made in MAX6 that should give a better idea of whats going on. Make sure to look at the schematic view to see the heirachry laid out.
Simple Scene
Matt
#10
Steve
Gonna check ur shape out now
11/26/2004 (3:52 pm)
Everything is set up - the models show in show tool when i alter the detail slider - they just aint changing in game or in show tool , even after un mess. The fact that when i move the slider, actually alter the LOD - prooved that the shape must be set up right - it just isnt altering automaticallySteve
Gonna check ur shape out now
#11
Matt
removed the email address
11/26/2004 (5:47 pm)
Send me the file then I'll look a it and set it up for ya let you know whats going on.Matt
removed the email address
#12
Matt
11/27/2004 (7:43 am)
Turned out to be a combination of too low a detail number and not using the unmess tool.Matt
#13
i also have 3d max 7, but i couldnt find the dts exporter. could someone tell me where i can find the version of the 3dmax2dts that is compatable with 3d max 7?
12/14/2005 (2:30 pm)
Hi, i also have 3d max 7, but i couldnt find the dts exporter. could someone tell me where i can find the version of the 3dmax2dts that is compatable with 3d max 7?
#14
12/14/2005 (2:36 pm)
Http://www.garagegames.com/mg/projects/tge/artist.php
#15
Also, Magnus did you know that your link is broken. Anybody have a working link where I can get the max 7 exporter?
12/25/2005 (7:24 pm)
Hi, I have max7 and have been trying to get the dummy object into the scene as well as the bounds box into the scene without success. I just can't seem to find a dummy object in the "create" explorer under any of the primative types in the drop down list box. Can anyone show me step by step to put a dummy shape and a bounds shape into max? Thanks,Also, Magnus did you know that your link is broken. Anybody have a working link where I can get the max 7 exporter?
#16
Dummies are available from create->helpers->dummy and the bounding box is just a plain box.
12/25/2005 (10:46 pm)
www.garagegames.com/developer/torque/artist/. Apparently the page was moved when the site got updated.Dummies are available from create->helpers->dummy and the bounding box is just a plain box.
#17
01/09/2006 (11:24 am)
The link appears to be broken there as well. Anyone wanna maybe post the file?
#18
01/09/2006 (11:39 am)
The link appears to be broken there as well. Anyone wanna maybe post the file?
Associate Logan Foster
perPixel Studios
In regards to shapes not appearing properly in showtool or the engine, this is almost always caused by one of the following user errors:
- No detail data on the geometry. This is usually either a trailing number after the geometric nodes name (ie. bodymesh128, player64, boxA02, etc.), or multires data contained in the objects properties. Note: The numbers used for detail data on geometry must match a detail marker in your scene. If it does not, no data for this model will be exported. Detail data must exist for all objects in the scene at all detail states. Normal errors that occur here are from leaving the geometry name as default (ie. Cylinder01 would tell the DTS expoter to look for a detail01 node).
- No detail marker in the scene (ie. detail128, detail64, detail2, etc., basicly any positive number). If there is no detail marker or properly named detail marker no data is exported.
- Improper hierarchy linking. This covers a variety of things from not having your cylinder linked to start01 of the DTS hierarchy, not having the detail### node not linked to base01 of the hierarchy, or others.
- Having a detail marker but no detail setting on your geometry. As mentioned before, if you have a detail marker in your scene but no corresponding geometry, your DTS shape will have a blank state.
So how do you find out what your problem is? Well aside from looking at your scene the most helpful thing to do is look at the Dump.DMP file that is generated every time you export. In this text file it will tell you if the exporter encounters any errors or ignores geometry or certain nodes in your scene that will allow you to troubleshoot your way around to an answer quickly.