Author Topic: Problems about creating an unit  (Read 5402 times)

FDS

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Problems about creating an unit
« on: 8 June 2005, 23:42:46 »
Hello again.

I have 2 problems :cry:
I used the same way explained in this art tutorial: http://www.glest.org/board/viewtopic.php?t=502

2 - And after, when I add the biped skeleton to my unit and try to use the plugin for the conversion, 3ds max 7 crashes!  :(  I used the same way explained in this tutorial: http://www.3dkingdom.org/modules.php?op ... =0&thold=0

Thanks for any help.
« Last Edit: 1 January 1970, 00:00:00 by FDS »

FDS

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« Reply #1 on: 10 June 2005, 17:57:31 »
No ideas? :cry:
« Last Edit: 1 January 1970, 00:00:00 by FDS »

martiño

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« Reply #2 on: 10 June 2005, 18:58:54 »
If you are able to load the game with your unit then all textures have been exported. Take a look to the manual of the G3D export plugin and you may discover what was the problem, if you give us more information we may be able to help you too.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

FDS

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« Reply #3 on: 10 June 2005, 23:11:28 »
:?

But I am still haveing problems with the streached texture at the borders and some problem with the animation. Should I use the "bipped skeleton way" to make the movements or is there other way?
« Last Edit: 1 January 1970, 00:00:00 by FDS »

Ka

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biped
« Reply #4 on: 19 July 2005, 10:58:52 »
i encountered this crash, too, but on max 6 .. so i did some experiments, and, well, it quite simple. just build your animation, in anyway u like to (biped, vertexs animation,etc) and then save your file (maxfile, save early, save often, you know).

then select just the mesh of the unit, building, whatever, not the bones of the biped and go to file-> export selected. (not: file -> export)

that´s all. quite simple, a i said.
ka
« Last Edit: 1 January 1970, 00:00:00 by Ka »

martiño

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« Reply #5 on: 19 July 2005, 18:59:04 »
I think this is a topic for one of the artists.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Ka

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« Reply #6 on: 21 July 2005, 15:31:33 »
well, just a thought again, perhaps in 3ds you flipped the normals of the faces / polys. that causes the texture to appear just from inside, so from outside the model it would be invisible. perhaps that´s a solution: go to sublevel faces (or polys), then in the rollout on the right search for "normal", mark all faces red and hit "flip".

you also can open the model in the g3d viewer (inside the tools-kit) and activated: view normals. if the will point inside, that is the error. anyway, does the model show up in the viewer by the way?

the exporting problem with biped is solved above (export selected)..
ka
« Last Edit: 1 January 1970, 00:00:00 by Ka »

Ka

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« Reply #7 on: 24 July 2005, 23:38:49 »
another thing:

i encountered this 3dsmax export crash again, when using physique instead of a skin modifier. but, after some tryout i finally was able to export the model with "export selected" :

just select all meshes of the model, which you want to export and add a "edit mesh" to the modifier stack. i think, that let 3ds handle the meshes again as pure meshes, and it avoids all crashes at least at my exporting operations...

ka
« Last Edit: 1 January 1970, 00:00:00 by Ka »

martiño

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« Reply #8 on: 24 July 2005, 23:44:40 »
It would be cool if you send us examples of scenes that make the exporter crash so I can debug them to improve the plugin stability.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

Ka

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« Reply #9 on: 25 July 2005, 00:54:03 »
:: done and done ::
sent files in zip per email

greetings
ka
« Last Edit: 1 January 1970, 00:00:00 by Ka »

martiño

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« Reply #10 on: 27 July 2005, 20:20:52 »
Thank you very much Ka, I've already detected and corrected the problem. I've uploaded a new version of the Glest Tools with the fixed plugin.
« Last Edit: 1 January 1970, 00:00:00 by martiño »