dts Exporter crash with single mesh players
by Eric Hartman · in Torque Game Engine · 02/04/2002 (8:55 am) · 14 replies
I'm attempting to make a single mesh player model using max 3. To see if i could get it to work, i took the tribes 2 player model, deleted all the segmented meshes, and relinked the mount nodes to the biped. I exported this invisible player and it worked fine. Then i created a cylinder, converted it to mesh and applied the comskin modifier to it. I named the cylinder "cylinder 145" and left it unlinked. It works fine in max and it follows the biped, but when i try to export it, it crashes immediately. No error, it just closes the program. What do i do now? Does anyone have an example of a single mesh player that loads in max 3 and exports?
About the author
#2
I basically took the tribes 2 light_female, removed the shapes and added a comskinned cylinder and it crashes. If i remove the cylinder, it works.
02/04/2002 (11:40 am)
http://filebox.vt.edu/users/ehartman/light_femaleTEST.maxI basically took the tribes 2 light_female, removed the shapes and added a comskinned cylinder and it crashes. If i remove the cylinder, it works.
#3
Logan
02/04/2002 (7:41 pm)
I didn't recieve any errors when I exported this file in both Max R3.1 and R4.26. I would suspect that the errror either lies with corrupted files that Max uses or bad hardware in your system.Logan
#4
02/05/2002 (10:45 pm)
Are you serious? I just installed max 4 and it crashed in exactly the same place. I tried the example player.max file and whenever i tried to export it it said there were multiple config files even if there werent any config files at all. I also tried max 3 on a different computer and it crashed too.
#5
02/05/2002 (11:00 pm)
Ok i guess it looks for .cfgs in the .max directory, not the directory you're exporting too. So now player.max crashes just like the rest.
#6
It really sounds like a problem with your setup.
Look at the dump file. Where in the export process is it crashing?
02/06/2002 (12:01 am)
I downloaded the file you posted and it exported fine on my machine (MAX 4.26).It really sounds like a problem with your setup.
Look at the dump file. Where in the export process is it crashing?
#7
Third pass: Collapsing unneeded nodes...
Removing node "Bip01"
Removing node "Dummy21"
Removing node "Bip01 L Finger0"
Removing node "Bip01 L Finger01"
Removing node "Bip01 L Finger02"
Removing node "Dummy06"
Removing node "Bip01 R Finger0"
Removing node "Bip01 R Finger01"
Removing node "Bip01 R Finger02"
Removing node "Dummy01"
Removing node "Bip01 L Toe0"
Removing node "Dummy16"
Removing node "Bip01 R Toe0"
Removing node "Dummy11"
Adding object named "Cylinder".
Adding mesh of size 80 to object "Cylinder".
02/06/2002 (6:45 pm)
last bit of the .dmp file Third pass: Collapsing unneeded nodes...
Removing node "Bip01"
Removing node "Dummy21"
Removing node "Bip01 L Finger0"
Removing node "Bip01 L Finger01"
Removing node "Bip01 L Finger02"
Removing node "Dummy06"
Removing node "Bip01 R Finger0"
Removing node "Bip01 R Finger01"
Removing node "Bip01 R Finger02"
Removing node "Dummy01"
Removing node "Bip01 L Toe0"
Removing node "Dummy16"
Removing node "Bip01 R Toe0"
Removing node "Dummy11"
Adding object named "Cylinder".
Adding mesh of size 80 to object "Cylinder".
#8
02/06/2002 (9:57 pm)
Hmm, it is crashing on the cylinder you added. Does the cylinder have Uvs?
#9
02/06/2002 (10:11 pm)
I've tried it with and without uvw, i've also tried it with the uvws above and below the skin modifier
#10
02/06/2002 (10:44 pm)
hey could you look in your dump file and see what it says right after that part?
#11
02/06/2002 (11:21 pm)
i think multires might be messing up somehow. I got player.max to export and when i view it in show its really low poly.
#12
After 'removing node Dummy11' I have:
Add default object states...
Adding object state to 5 detail level(s) of mesh "Jetfire".
Adding frame.
Object is not visible.
16 faces, 48 verts, 48 tverts before cropping textures and joining verts
16 faces, 48 verts, 48 tverts before cropping textures and joining verts
16 faces, 48 verts, 48 tverts before cropping textures and joining verts
16 faces, 48 verts, 48 tverts before cropping textures and joining verts
16 faces, 48 verts, 48 tverts before cropping textures and joining verts
---------------------------------
Adding object state to 1 detail level(s) of mesh "Cylinder".
Adding frame.
Object is visible.
---------------------------------
Add default node states...
Adding node rotation at time 0 for node "Bip01 Pelvis".
rotation: x=-0.00021, y=0.70479, z=0.00174, w=0.70937
---------------------------------
Adding node translation at time 0 for node "Bip01 Pelvis".
translation: x=0.00000, y=-0.00000, z=1.32148
etc....
What .cfg file are you using?
02/06/2002 (11:28 pm)
After that part, there are like twenty pages of stuff. Mine is actually different than yours,,After 'removing node Dummy11' I have:
Add default object states...
Adding object state to 5 detail level(s) of mesh "Jetfire".
Adding frame.
Object is not visible.
16 faces, 48 verts, 48 tverts before cropping textures and joining verts
16 faces, 48 verts, 48 tverts before cropping textures and joining verts
16 faces, 48 verts, 48 tverts before cropping textures and joining verts
16 faces, 48 verts, 48 tverts before cropping textures and joining verts
16 faces, 48 verts, 48 tverts before cropping textures and joining verts
---------------------------------
Adding object state to 1 detail level(s) of mesh "Cylinder".
Adding frame.
Object is visible.
---------------------------------
Add default node states...
Adding node rotation at time 0 for node "Bip01 Pelvis".
rotation: x=-0.00021, y=0.70479, z=0.00174, w=0.70937
---------------------------------
Adding node translation at time 0 for node "Bip01 Pelvis".
translation: x=0.00000, y=-0.00000, z=1.32148
etc....
What .cfg file are you using?
#13
AlwaysExport:
eye
cam
mount0
mount1
jetnozzle0
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Dum*
submesh*
Bip01 L Toe*
Bip01 R Toe*
Gun256
case right
guide right
case left
housing left
disc
housing right
sensor
handle_disc
second hand hold
guide left
generator
hideGun256
start01
root 128
energy 128
endcap 128
sensor 128
barrel 128
mountpoint
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail 0
=Params::baseTexturePath base\textures\
now i can see it in the preview window, but not in the game
02/07/2002 (10:14 am)
i got it to export with this config AlwaysExport:
eye
cam
mount0
mount1
jetnozzle0
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Dum*
submesh*
Bip01 L Toe*
Bip01 R Toe*
Gun256
case right
guide right
case left
housing left
disc
housing right
sensor
handle_disc
second hand hold
guide left
generator
hideGun256
start01
root 128
energy 128
endcap 128
sensor 128
barrel 128
mountpoint
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail 0
=Params::baseTexturePath base\textures\
now i can see it in the preview window, but not in the game
#14
02/07/2002 (10:36 am)
it works! It didnt like having empty details. Um thanks for putting up with all my crap heh.
Associate Logan Foster
perPixel Studios
I suspect that your error comes from something that you have done or setup in your scene that the exporter doesn't like. If you could provide us with more information about how you have setup scene or perhaps a way to look at your file we could probably give you some pointers as how to solve this problem.
Logan