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Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 13:13
by Wicca
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Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 13:15
by Glimmerman
what he is saying ^^^ :(

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 13:19
by Wicca
Its like the curse of the CV90.

First fastwinston then some other dude then some other dude then some other dude then this... WHAT

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 13:32
by Spush
We only have like hundreds of threads and post saying max 9 not 2009.

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 13:44
by CTRifle
Spush wrote:We only have like hundreds of threads and post saying max 9 not 2009.
I know, trust me, I feel stupid enough :roll:

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 13:49
by Rudd
The number of times I've deleted hours of work and started over...

we all make silly mistakes

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 14:17
by CTRifle
[R-DEV]Rudd wrote:The number of times I've deleted hours of work and started over...

we all make silly mistakes
Its imported, but now I gotta go thru and fix the objects and such. Yeah, we do, just a very idiotic one on my part :x

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 14:23
by Glimmerman
CTRifle wrote:Its imported, but now I gotta go thru and fix the objects and such. Yeah, we do, just a very idiotic one on my part :x
Mistakes can never be prevented and are not a problem to make as long as you learn from them :)

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 14:43
by Wicca
Do you need anything CT? I can send you like a post card or something, like YOU GO MAN! To like cheer you up or smt.

Or is that totally gay?

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 16:09
by CTRifle
[R-CON]Wicca wrote:Do you need anything CT? I can send you like a post card or something, like YOU GO MAN! To like cheer you up or smt.

Or is that totally gay?
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Dont worry, Im not giving up ;) I will get er done

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 16:44
by Glimmerman

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-18 18:47
by Tim270
Most likely you can just export the geometry as .fbx or .obj (with smoothing groups enabled etc etc) and that will go back alright, just need to set up the hierarchy again. Also watch for any splitting of vertexs in the meshes when you export them back to max 9, make sure you go over each one giving it a quick weld of all verts at like 0.1 intensity to make sure its not split them all at uv and smoothing group seams like it sometimes does.

Dont give up, you are so close :)

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-19 20:05
by CTRifle
Everything has been fixed, mats re applied ect

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Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-19 21:52
by Amok@ndy
there are quite a lot of renaming mistakes/typos, you should go through them again one by one.

like turre instead of turret or barre instead of barrel both seen on lod1.

also i have seen some col11 or col23 etc, i dont think that this is intentional

Posted: 2014-04-19 21:54
by Hulabi
geom1 engine lod4 is also missing

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-19 22:00
by CTRifle
Yes, I've fixed all the things you both mentioned, thanks. Im getting a error that the bf2 bundlemesh mat says .dds isnt a recognized format?

and this
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Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-20 00:18
by Mineral
Don't name things like __playercontrolledobject.

Remove all of those __x names. That's up to the coder to fix up in the con/tweak to set up the stuff as springs,PCO,etc.... When you import a model in max it makes those names you like made them __x cause it reads the con file and names objects like that. But in your export the names should be nl_apc_cv90, turret,barrel,whl1,Z_motor,... Without all the stuff behind it.

Also call all the 'main' parts just the vehicle, in this case something like nl_apc_cv90

What's with all the engines? Never have done a APC before so I might not know what you need those for.

Also you have two GEOM0? Just make one with 2 lods. Also don't think you need a motor in geom0.

What's with all the geom1_lodx things in geom1/lod0/zmotor1?

Anyway, lots of naming errors so make sure to check em all :) You should really keep it more consistent.

Anyway, for doing an APC as your first export is a bit risky to begin with, overall a very good job to start with, this is very good work! Keep it up, I hope we can see this rolling around soon!

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-20 00:45
by Wicca
OMG ITS STILL HAPPENING !

SO EXCITED!

Posted: 2014-04-20 01:01
by CTRifle
@Mineral. I didn't know most of that, I'm going off of a export scene I have as a reference. Would you be able to go through this with me on TS tm?

I'll go.thru and rename all of them then (and BTW that picture is not accurate now I fixed them all :D )

I wanted to try exporting just to see if it'd work, I prob wouldnt be able to get it to work but might as well try.

Re: [Vehicle] CV9035NL (WIP)

Posted: 2014-04-20 02:35
by Rhino
I would advise you to only export geom1 (3p, although named geom0 to begin with so it exports then turn it back into geom1 when you add the 1p geom back on) with only lod0. Once you've successfully exported that without any issues, then start adding on the other lods one by one. This makes it 100x easier to debug any issues that may come up as exporting it all at once like your doing just means your trying to find a needle in a haystack, or if all the lods have the same issue, trying to find 50 needles. If you only export one lod at a time, once you've 100% identified the issue then its easy to fix it in the other lods if they have the same issue.
CTRifle wrote:Yes, I've fixed all the things you both mentioned, thanks. Im getting a error that the bf2 bundlemesh mat says .dds isnt a recognized format?

and this
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Probably because the path it isn't objects/vehicles/land/cv90//textures/

The vehicle name/folder should also be something along the lines of nl_apc_cv90, or ifv if it has AT Missiles.
[R-DEV]Mineral wrote:Don't name things like __playercontrolledobject.

Remove all of those __x names. That's up to the coder to fix up in the con/tweak to set up the stuff as springs,PCO,etc.... When you import a model in max it makes those names you like made them __x cause it reads the con file and names objects like that. But in your export the names should be nl_apc_cv90, turret,barrel,whl1,Z_motor,... Without all the stuff behind it.
I'm sorry but they SHOULD have their suffixes on. Not only dose it make the coding 100x easier, it also stops any re-export reverting code in the .con file. The .con should only ever be edited by the 3DsMax export script, where the .tweak file is what you edit by hand. If your having to do any hand edits to the .con file your doing something wrong.

For my static exporting I've even got the export script to code in anchor positions, material IDs etc and all I need to code in by hand later is really cull distance and lod distances.