3ds export -> Constructor
by Kelly Tobias · in Artist Corner · 01/03/2008 (3:16 pm) · 6 replies
Hello. I seriously looked for this problem and didn't find a similar one - so I will apologize in advance if this has been covered already.
I'm new to TGE and LOVE it!
I just came across a small bug that I hope someone can help me with.
I created a simple cube in 3ds8 and used the 3ds exporter to export the object as a .DTS file.
I then tried to import the newly created .DTS file into Constructor - but when I do Constructor crashes.
However, if I import the same object as a reference shape it imports fine and works (but of course I can't use it!)
Does anyone know how I can create an object in 3ds (or use one already made object) and import it into Constructor.
Thanks
Kelly
I'm new to TGE and LOVE it!
I just came across a small bug that I hope someone can help me with.
I created a simple cube in 3ds8 and used the 3ds exporter to export the object as a .DTS file.
I then tried to import the newly created .DTS file into Constructor - but when I do Constructor crashes.
However, if I import the same object as a reference shape it imports fine and works (but of course I can't use it!)
Does anyone know how I can create an object in 3ds (or use one already made object) and import it into Constructor.
Thanks
Kelly
#2
Thanks for the guidance - I'll try this tonight and let you know the results.
Kelly
01/04/2008 (3:31 pm)
David,Thanks for the guidance - I'll try this tonight and let you know the results.
Kelly
#3
1. Launch 3DS Max 8 and create a teapot (nothing fancy - no textures or anything)
2. Launch the .dts export plugin
3. Select the teapot - Create Bounds - Quick Setup - Quick Export (0 warnings and 0 errors)
Here is the log from the .dts exporter:
************************************************************************************
Exporter Report
Config file "C:\Users\Kelly\Desktop\Teapot.cfg" not found.
Config file "C:\Users\Kelly\Desktop\Teapot.cfg" not found.
Begin reading config file "C:\Users\Kelly\Desktop\dtsScene.cfg".
End reading config file.
First pass: enumerate scene...
Processing Node base01 with parent Scene Root
Found subtree starting at Node "base01"
Processing Node start01 with parent base01
Processing Node Teapot2 with parent start01
Processing Node detail2 with parent base01
Processing Node bounds with parent Scene Root
Bounding box found
Second pass: put shape structure together...
Adding detail named "detail2" of size 2 to subtree "base01".
Adding node "base01" with parent "base01" to subtree rooted on node "base01".
Adding node "start01" with parent "base01" to subtree rooted on node "base01".
Adding node "Teapot2" with parent "start01" to subtree rooted on node "base01".
Attaching object to node.
Adding object named "Teapot".
Adding mesh of size 2 to object "Teapot".
Third pass: Collapsing unneeded nodes...
Removing node "base01"
Removing node "start01"
Add default object states...
Adding object state to 1 detail level(s) of mesh "Teapot".
Adding frame.
Object is visible.
Object offset transform for mesh dl=0:
scale: x=1.00000, y=1.00000, z=1.00000
stretch rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
---------------------------------
Add default node states...
Adding node rotation at time 0.000000 for node "Teapot2".
rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
---------------------------------
Adding node translation at time 0.000000 for node "Teapot2".
translation: x=-1.34159, y=0.00000, z=0.00000
---------------------------------
Adding 0 sequences...
Optimizing meshes...
Optimizing mesh "Teapot" detail level 2.
630 verts before joining verts
630 verts after joining verts
1024 faces before stripping
Using Quick, dirty, & ugly stripping method.
91 strips with average length 13.80 (range 4 to 34) and 50 reversals
Shape Hierarchy:
Details:
detail2, Subtree 0, objectDetail 0, size 2
Subtrees:
Subtree 0
Teapot2 --> Object Teapot with following details: 2
Sequences:
Material list:
************************************************************************************
4. Launch Constructor
5. Select Import Static Mesh
I immediately get the "Constructor has stopped working" dialog box - and nothing new is added to the log.
Note that if I instead import the same teapot as a reference shape it works.
Here is the Constructor log:
************************************************************************************
//-------------------------- 1/4/2008 -- 21:03:02 -----
Processor Init:
AMD (unknown), ~2.05 Ghz
(timed at roughly 2.05 Ghz)
FPU detected
MMX detected
3DNow detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing 3DNow extensions
Installing SSE extensions
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Internet Proxy: (null)
--------- Loading MODS ---------
Missing file: textures/main.cs!
Error: Unable to find specified mod: textures
Loading compiled script constructor/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script constructor/version.cs.
Loading compiled script constructor/defaults.cs.
Loading compiled script constructor/prefs.cs.
Loading compiled script creator/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
ActivatePackage called for a currently active package!
snip
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'geometry_scale' with value '32.0'
!!! Set entity internal property 'direction' to 0 0 0.558505
!!! Set entity internal property 'direction' to 0 0 0.558505
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'light_geometry_scale' with value '8.0'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'light_smoothing_scale' with value '4.0'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'light_mesh_scale' with value '1.0'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'ambient_color' with value '0 0 0'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'emergency_ambient_color' with value '0 0 0'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'mapversion' with value '220'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
Paging in current undo entries for scene 2763 (new02)
__setSelectionType(): Sel type to 3
Could not locate texture: textures/starter/wood3
*************************************************************************************
Thanks in advance for any help you can provide me.
Kelly
01/04/2008 (6:19 pm)
Here is how I can recreate the error:1. Launch 3DS Max 8 and create a teapot (nothing fancy - no textures or anything)
2. Launch the .dts export plugin
3. Select the teapot - Create Bounds - Quick Setup - Quick Export (0 warnings and 0 errors)
Here is the log from the .dts exporter:
************************************************************************************
Exporter Report
Config file "C:\Users\Kelly\Desktop\Teapot.cfg" not found.
Config file "C:\Users\Kelly\Desktop\Teapot.cfg" not found.
Begin reading config file "C:\Users\Kelly\Desktop\dtsScene.cfg".
End reading config file.
First pass: enumerate scene...
Processing Node base01 with parent Scene Root
Found subtree starting at Node "base01"
Processing Node start01 with parent base01
Processing Node Teapot2 with parent start01
Processing Node detail2 with parent base01
Processing Node bounds with parent Scene Root
Bounding box found
Second pass: put shape structure together...
Adding detail named "detail2" of size 2 to subtree "base01".
Adding node "base01" with parent "base01" to subtree rooted on node "base01".
Adding node "start01" with parent "base01" to subtree rooted on node "base01".
Adding node "Teapot2" with parent "start01" to subtree rooted on node "base01".
Attaching object to node.
Adding object named "Teapot".
Adding mesh of size 2 to object "Teapot".
Third pass: Collapsing unneeded nodes...
Removing node "base01"
Removing node "start01"
Add default object states...
Adding object state to 1 detail level(s) of mesh "Teapot".
Adding frame.
Object is visible.
Object offset transform for mesh dl=0:
scale: x=1.00000, y=1.00000, z=1.00000
stretch rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
---------------------------------
Add default node states...
Adding node rotation at time 0.000000 for node "Teapot2".
rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
---------------------------------
Adding node translation at time 0.000000 for node "Teapot2".
translation: x=-1.34159, y=0.00000, z=0.00000
---------------------------------
Adding 0 sequences...
Optimizing meshes...
Optimizing mesh "Teapot" detail level 2.
630 verts before joining verts
630 verts after joining verts
1024 faces before stripping
Using Quick, dirty, & ugly stripping method.
91 strips with average length 13.80 (range 4 to 34) and 50 reversals
Shape Hierarchy:
Details:
detail2, Subtree 0, objectDetail 0, size 2
Subtrees:
Subtree 0
Teapot2 --> Object Teapot with following details: 2
Sequences:
Material list:
************************************************************************************
4. Launch Constructor
5. Select Import Static Mesh
I immediately get the "Constructor has stopped working" dialog box - and nothing new is added to the log.
Note that if I instead import the same teapot as a reference shape it works.
Here is the Constructor log:
************************************************************************************
//-------------------------- 1/4/2008 -- 21:03:02 -----
Processor Init:
AMD (unknown), ~2.05 Ghz
(timed at roughly 2.05 Ghz)
FPU detected
MMX detected
3DNow detected
SSE detected
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing 3DNow extensions
Installing SSE extensions
Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.
Internet Proxy: (null)
--------- Loading MODS ---------
Missing file: textures/main.cs!
Error: Unable to find specified mod: textures
Loading compiled script constructor/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script constructor/version.cs.
Loading compiled script constructor/defaults.cs.
Loading compiled script constructor/prefs.cs.
Loading compiled script creator/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
ActivatePackage called for a currently active package!
snip
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'geometry_scale' with value '32.0'
!!! Set entity internal property 'direction' to 0 0 0.558505
!!! Set entity internal property 'direction' to 0 0 0.558505
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'light_geometry_scale' with value '8.0'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'light_smoothing_scale' with value '4.0'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'light_mesh_scale' with value '1.0'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'ambient_color' with value '0 0 0'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'emergency_ambient_color' with value '0 0 0'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
CScene::loadProcessInteriorMapEntityCSX(): Adding property 'mapversion' with value '220'
!!! Received worldspawnChange
Set Lighting System properties (0)
Push entity data (0)
Calculate entity info (0)
Pull entity info (0)
InteriorMapLighting::calculateInEditorInfo (0)
Paging in current undo entries for scene 2763 (new02)
__setSelectionType(): Sel type to 3
Could not locate texture: textures/starter/wood3
*************************************************************************************
Thanks in advance for any help you can provide me.
Kelly
#4
Kelly
01/06/2008 (7:14 pm)
It seems that Milkshape handles exporting .dts files with a little less pickyness (is that a word?) - so I'll switch over to Milkshape for the time being.Kelly
#5
01/07/2008 (6:28 am)
It may also be the exporter you are using. There are a couple of exporters with different features, but I'm not sure which one(s?) are for Max 8 as I'm a Lightwaver. It is just strange that it works in one mode and not the other. I wonder if it has to do with lighting. I don't know if reference shapes are lit, while I think static shapes are.
#6
Kelly
01/10/2008 (8:49 am)
Thanks. I decided to take a step back and begin mastering Constructor and Milkshape before moving onto 3ds. Although I have much more experience with 3ds - I see more users are using Milkshape, et al - so more peer help will probably be avail.Kelly
Associate David Montgomery-Blake
David MontgomeryBlake
To help, start Constructor anew and do the import as your first action. Then open the console.log in the Constructor directory to see where it seemed to fail.