Not able to export Eye, Cam, Mass
by Jeremiah Fulbright · in Artist Corner · 07/22/2002 (11:49 pm) · 6 replies
Okay, I have done all that was required, from making sure dummies are in proper parent/child setup.. to AlwaysExport option and the Exporter refuses to export the details, because of no trailing number..
I need to know how to fix this..
Also, how to fix LOD/Details issues. I have used UnMessDTS and it partially works, but doesn't fix the whole problem...
I export 4 detail levels and ShowTool ends up with 8 (in fixed state), and its causing issues in-game of course.
Thanks alot
I need to know how to fix this..
Also, how to fix LOD/Details issues. I have used UnMessDTS and it partially works, but doesn't fix the whole problem...
I export 4 detail levels and ShowTool ends up with 8 (in fixed state), and its causing issues in-game of course.
Thanks alot
#2
It exports everything else fine
Begin reading config file "C:\STG\Max\stg_buggy.cfg".
Always export node: "eye"
Always export node: "cam"
Always export node: "mass"
Always export node: "mount0"
Always export node: "mount1"
End reading config file.
First pass: collect useful nodes...
Processing Node mass with parent start
Second pass: put shape structure together...
Ignoring node named "mass" off subtree "start" because no trailing number.
I have removed eye and cam up to this point to re-add back just for eliminating other problems.. but, according to config, it SHOULD export even mass.. and its not.. Collapse Transforms isnt on..
Im sort-of surprised all these type of problems havent been fixed in an updated version of the exporter.
As well as the LOD issues..
07/23/2002 (2:42 am)
Okay... Not a problem.. I checked the schematics and have the dummies linked to.. Start.. and then the actual shape/mesh is linked to Shape which is linked to StartIt exports everything else fine
Begin reading config file "C:\STG\Max\stg_buggy.cfg".
Always export node: "eye"
Always export node: "cam"
Always export node: "mass"
Always export node: "mount0"
Always export node: "mount1"
End reading config file.
First pass: collect useful nodes...
Processing Node mass with parent start
Second pass: put shape structure together...
Ignoring node named "mass" off subtree "start" because no trailing number.
I have removed eye and cam up to this point to re-add back just for eliminating other problems.. but, according to config, it SHOULD export even mass.. and its not.. Collapse Transforms isnt on..
Im sort-of surprised all these type of problems havent been fixed in an updated version of the exporter.
As well as the LOD issues..
#3
Can you go to the bottom of the dump file and copy paste the Shape Hierarchy: information into a post?
Also, could you post the contents of your .cfg file?
Just a note, I understand your frustration with the exporter, as it isn't the easiest thing to learn, but I have not had any problems exporting shapes nor had any problems with LOD.
07/23/2002 (6:51 am)
Your detail markers should be linked to Start (the base node of the tree) and the mesh and other nodes linked to Shape (the first subnode of the shape tree).Can you go to the bottom of the dump file and copy paste the Shape Hierarchy: information into a post?
Also, could you post the contents of your .cfg file?
Just a note, I understand your frustration with the exporter, as it isn't the easiest thing to learn, but I have not had any problems exporting shapes nor had any problems with LOD.
#4
Details:
Detail100, Subtree 0, objectDetail 0, size 100
Detail50, Subtree 0, objectDetail 1, size 50
Detail25, Subtree 0, objectDetail 2, size 25
Mount10, Subtree 0, objectDetail 3, size 10
Mount2, Subtree 0, objectDetail 4, size 2
Detail1, Subtree 0, objectDetail 6, size 1
Mount1, Subtree 0, objectDetail 5, size 1
Mount0, Subtree 0, objectDetail 7, size 0
Collision-1, Subtree 0, objectDetail 8, size -1
Subtrees:
Subtree 0
start
shape
Windshield100 --> Object Windshield with following details: 100 50 25 1
SeatCase100 --> Object SeatCase with following details: 100 50 25 1
Frame100 --> Object Frame with following details: 100 50 25 1
Col-1 --> Object Col with following details: -1
hub3
wheel02
hub2
wheel03
hub1
wheel05
hub0
wheel04 --> Object wheel with following details: 2
Sequences:
0: spring0
1: spring1
2: spring2
3: spring3
as far as cfg, i was originally just using the one that came with the buggy with
AlwaysExport:
eye
cam
hub*
and I added mass and mount*
07/23/2002 (12:01 pm)
Shape Hierarchy:Details:
Detail100, Subtree 0, objectDetail 0, size 100
Detail50, Subtree 0, objectDetail 1, size 50
Detail25, Subtree 0, objectDetail 2, size 25
Mount10, Subtree 0, objectDetail 3, size 10
Mount2, Subtree 0, objectDetail 4, size 2
Detail1, Subtree 0, objectDetail 6, size 1
Mount1, Subtree 0, objectDetail 5, size 1
Mount0, Subtree 0, objectDetail 7, size 0
Collision-1, Subtree 0, objectDetail 8, size -1
Subtrees:
Subtree 0
start
shape
Windshield100 --> Object Windshield with following details: 100 50 25 1
SeatCase100 --> Object SeatCase with following details: 100 50 25 1
Frame100 --> Object Frame with following details: 100 50 25 1
Col-1 --> Object Col with following details: -1
hub3
wheel02
hub2
wheel03
hub1
wheel05
hub0
wheel04 --> Object wheel with following details: 2
Sequences:
0: spring0
1: spring1
2: spring2
3: spring3
as far as cfg, i was originally just using the one that came with the buggy with
AlwaysExport:
eye
cam
hub*
and I added mass and mount*
#5
but in doing this vehicle, I put it as sub of shape and it seems to work..
My question is regarding LOD tho.. UnMessDts fixes it partially, but there is still issues with it..
07/23/2002 (1:21 pm)
I may have got part of it working. Other models I have done, I put eye/mass as sub of start, and it works..but in doing this vehicle, I put it as sub of shape and it seems to work..
My question is regarding LOD tho.. UnMessDts fixes it partially, but there is still issues with it..
#6
The name of the node does not matter, it is the position in the shape tree that is relevant. Nodes one off the base level of the shape tree are considered to be either the beginning of a subtree or a detail marker.
In your shape, the mount nodes should be linked to 'shape'.
The eye, cam and mass nodes should also be linked off of shape.
They were linked to start, and because they had no trailing number, they were regarded as a detail marker and culled ('ignored because of no trailing number')
Everything appears to be working as it should. Fix the linking errors and your shape should work fine (after it is unmessed of course)
07/23/2002 (3:31 pm)
The way it look from the dump file is that you have your mount nodes linked to start, which is the base node of the shape tree, and as such, they are being treated as detail markers, giving you a few extra detail levels.The name of the node does not matter, it is the position in the shape tree that is relevant. Nodes one off the base level of the shape tree are considered to be either the beginning of a subtree or a detail marker.
In your shape, the mount nodes should be linked to 'shape'.
The eye, cam and mass nodes should also be linked off of shape.
They were linked to start, and because they had no trailing number, they were regarded as a detail marker and culled ('ignored because of no trailing number')
Everything appears to be working as it should. Fix the linking errors and your shape should work fine (after it is unmessed of course)
Torque Owner Joe Maruschak
You are probably missing something (there are a ton of small things that can be missed).
A clearer description of the steps you have gone through might help to isolate the problem.