Game Development Community

MultiRes

by Neil Marshall · in Artist Corner · 03/02/2002 (12:56 pm) · 13 replies

I'm going through this document

http://www.garagegames.com/docs/torque/tools/max2dts/section1.html

Trying to export my character. Now I've created my snapshot of the character, I've linked it to the main character, I've called the one object MultiRes:: and I've applied the multires modifier and pressed generate.

I added the AdjustLODs to my pulldown menus, but when I run the macro the dialog box that appears doesn't display the same as in the screenshots in the document (The 4 options at the bottom 128 64 32 2 are missing). The document says that if it doesn't display properly then I need to delete the user defined text for the multires object. The problem is there is nothing in the User Defined tab to delete.

If I try to export the meshes as is, it doesn't work. I get the error "No details to export".

Something tells me I didn't link the objects correctly. Currently I have a bounding box called "Bounds" which is linked to my mesh which is called "Woman" also linked to "Woman" is a mesh called "MultiRes::" which is the snapshot with multires applied.

I've experimented with Dummy's called "Base01" and "Start01" but that didn't seem to do anything.

Anyone know what I'm doing incorrectly?

#1
03/02/2002 (1:49 pm)
Do you have detail markers in the scene?
#2
03/02/2002 (2:09 pm)
I thought multires handeled that, or would handle that.

I'll look that up now...
#3
03/02/2002 (2:46 pm)
I created 4 detail objects (Dummys) and now I see the stuff in the adjust lod dialog box, but I still get the same error when I try to export.

Am I supposed to use the DTS Exporter utility or File->Export->DTS? Either way, it isn't working.
#4
03/02/2002 (3:30 pm)
It sounds like the detail markers are either not named correctly or they are not linked correctly.

Make sure that everything is linked up correctly.

It does not matter where you are exporting them from.
#5
03/02/2002 (3:35 pm)
How do I link them correctly? I looked at the example shapes that come with the tutorial, but they are simple shapes which don't use multires. When I try linking them how they are linked I get an error telling me that "Woman" is not allowd to be linked to anything.
#6
03/02/2002 (3:41 pm)
The detail markers need to be linked to the base node, the root of the skeleton to the start node, and the mesh, if it is a deformable mesh, should be unlinked.
#7
03/02/2002 (4:23 pm)
The root of the skeleton was the problem. It exports now but I don't see anything in torque when I load it. I'm fairly sure I got the scale right. Do I need to make a .cs (or was it a .cfg) file before I see anything?
#8
03/02/2002 (4:33 pm)
Is it working in the show tool? Open it in -show and check the details using the slider.

Do you get any mesh at all in any of the detail levels?
#9
03/02/2002 (4:36 pm)
No mesh at all. Doesn't matter which detail level.
#10
03/02/2002 (4:40 pm)
Hmm,

It could be any number of things. I see up at the beginning of this thread that you are looking through section one of the documentation. Did you look at section two yet?

Joe
#11
03/02/2002 (5:59 pm)
Thank you so much for helping me fix that.
#12
03/02/2002 (6:04 pm)
You are welcome.
#13
03/04/2002 (5:37 am)
I'm actually getting a similer problem to this: When I export my mesh, there's nothing there, with the resulting file being aroudn 2.8k
As far I as can tell from comparing it to the player.max that was in the tutorial package, and going over the docs a few times, it's setup properly. Useing max 4.26
But, the setup so far:
I have
Playermesh
Multires::Playermesh linked to playermesh
4 detail markers, linked to bip01
bounds, linked to bip01
cam, linked to bip01
eye linked to the bip head
Mount0 linked to the right hand.
In the configuration I have: cam, eye, and mount0 under always export, with collapse transforms turned off.