3DS Max Exporters for BMS
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There are no logs.
If you send me the model I will have a look at it when I can.
Regards
Dave -
OK I will send one or to prepared so you can take look
still addressing this issue today.
When I have them uploaded will send you a pm.
Thanks in advance.
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same problem. tried convert the model to poly etc save and reopen but no joy…
Found a semi solution… Use the Colada files and not the sketchup files… exporting those works fine.
the thing is some are untextured… -
It has to be a mapping or texture problem.
Build from scratch by me and using only the textures I have.
Tested along the build for exporting crashes and went fine until…!After finished and/or baked it will always crash.
Either way I don´t intend to build everything from scratch so we will go for what ever is faster Colada or Vodka cola doesn´t matter.
If needed we can re-texture still better then scratch :dhorse:
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There is something wrong with the 2013 exporter wavey.
I will prepare a package for you to test if you wish so. Back to my 2012 version and everything went smooth!?!?!
Just to think I wasted a day even created a model of my own LOL…That also crashed. Wavey according to all my tests without textures or mapping all the models will export in 2013 after inserting mapping and textures CTD on export.
I also tested for 0 errors in STL 3ds max check and also crashed that was what go mE thinking of fubared skp meshes that infact are all… But with 2012 even without any repair in meshes all passes at first. -
I have looked at the model. You are using the wrong material type, always use the standard material type.
Regards
Dave -
Thanks m8
I read your pm and had another model checked for those error you mentioned in mesh and corrected them with the same result.Although I could have not noticed the material type… All those errors with meshes use to correct with LE checker.
So why does ht expot work fine in 2012 exacly with the same stuff and no in 2013!?!?! I will continue to try and find a the answer.
Meanwhile I need to continue my “job” and I will use 2012.
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So why does the export work fine in 2012 exactly with the same stuff and not in 2013!?!?! I will continue to try and find a the answer.
Because of the material type!
Open the material editor (press M) and then from the material menu use get all materials from scene. The material editor is just that an editor, just because a material is not shown in the editor is doesn’t mean it is not in the scene. There were material on the object (use the object properties to see this) but these material were not in the editor.
Regards
Dave -
Hi Dave,
How to we can export a point for runway lights?
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The exporter does not do this.
Regards
Dave -
Wish I could have 3DS Max, but 199 for 90 days? Geez. And 3,500 for full? You’re kidding me.
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U can get for free the student edition.
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Ah. Thanks for the info. One of my threads bashed on the price, just let that post go.
edit: Well how can I release so much info telling what college/highschool I’m in? Telling my first and last name? Having required useless stuff such as security questions, which are not required on most websites. Seems like too much craziness for me.
The student edition should be called “Home edition” and the expensive should be “professional”. I don’t see why only HS/College students get it for free.
Anyways, I’ve made an account first name lol last name lol!
So I’m installing right now. Now I’m getting a “Communication Faliure” error.
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Hi WaveyDave
I’m just tried this 3ds max exporter with Max 2013, and i got an errors. Maybe you can help me.
After the install, I’m opened the sample file (Simple DOF 2012), and check the features. The “F4Switch” doesn’t work, i got an error message (and the Max crashed after this), just like Arty mentioned in this post couple of months before. Sadly i can’t downgrade to Max 2012. Is there any solution for this?The other error (iirc i read somewhere here, that this is a problem too), there is no DOF number under the F4 DOF switch.
(I’m just learning this F4 modding. If it’s not a bug, but I forgot something, then I’m sorry.)
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Check for switch.xml, dof.xml, callbacks.xml in C:\Users<your user=“” name=“”>\AppData\Local\Autodesk\3dsmax\2013 - 64bit\ENU\en-US\plugcfg
If it is not there move them from C:\Users<your user=“” name=“”>\AppData\Local\Autodesk\3dsmax\2013 - 64bit\ENU\plugcfg.
Seems 2013 files go in a slightly different location to previous versions.
Regards
Dave</your></your> -
Check for switch.xml, dof.xml, callbacks.xml in C:\Users<your user=“” name=“”>\AppData\Local\Autodesk\3dsmax\2013 - 64bit\ENU\en-US\plugcfg
If it is not there move them from C:\Users<your user=“” name=“”>\AppData\Local\Autodesk\3dsmax\2013 - 64bit\ENU\plugcfg.
Seems 2013 files go in a slightly different location to previous versions.
Regards
Dave</your></your>Hi
That was the problem! I have copied all the files, and everything is ok. Thank you. -
Hi
That was the problem! I have copied all the files, and everything is ok. Thank you.Happy modeling.
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@WaveyDave Thanks for post #122 as it made it easy to get exporter working on my laptop (I’d forgotten what I’d done on my desktop to get it working with 2013) and it was why my L4 had no colour info
I still haven’t worked out why OGLLOD shows my L4 as near white (as it did in 2012)
But at least I don’t need to hand edit the vertex colours in LE as the “near white” L4 has the right colour in game.
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I still haven’t worked out why OGLLOD shows my L4 as near white (as it did in 2012)
Make sure you assign a material with the correct .dds number. (e.g. xxx where xxx is the number of the texture in the sim.)