TemporaryTomato Posted October 23, 2004 Share Posted October 23, 2004 I've successfully exported two models, and gotten them ingame. Now I'm trying with another model, but I get an error when pressing "Reset XForm". unlink reset xform XForm added: Grip XForm collapsed -- Error occurred in ii loop -- Frame: -- ii: 2 -- called in nx_copy_modifiers() -- Frame: -- dst: $Editable_Mesh:Grip @ [-1.403079,0.164897,-2.266402] -- src: $Editable_Mesh:Grip01 @ [0.024995,-2.272255,-1.403079] -- ignore: #("XForm") -- ii: undefined -- called in s loop -- Frame: -- s: $Editable_Mesh:Grip @ [-1.403079,0.164897,-2.266402] -- called in btn_resetxform.pressed() -- Frame: -- piv: undefined -- lParents: #($AuroraBase:w_BlstrRfl_001 @ [0.000000,0.000000,0.000000], undefined, $Editable_Mesh:Grip @ [-1.403079,0.164897,-2.266402], $Editable_Mesh:Main_Body @ [-3.619590,27.318882,11.136207], $Editable_Mesh:Button_Left @ [-3.582687,2.351200,12.963044], $NGon:ignore_NGon01 @ [0.000000,50.000000,0.000000], $Dummy:bullethook @ [-0.503096,66.433182,11.682925], undefined, $Editable_Mesh:Barrel @ [-0.600853,68.931328,11.745137], $Dummy:bullethook @ [-0.503096,66.433182,11.682925], $Editable_Mesh:Main_Body @ [-3.619590,27.318882,11.136207], $Editable_Mesh:Barrel @ [-0.600853,68.931328,11.745137], $Editable_Mesh:Under_Body @ [2.453095,18.143267,4.110969], $Editable_Mesh:Main_Body @ [-3.619590,27.318882,11.136207], $Editable_Mesh:Side_Left @ [-3.583271,27.193142,7.761513], $Editable_Mesh:Main_Body @ [-3.619590,27.318882,11.136207], $PolyMesh:Top_Body @ [-3.628130,28.280802,15.849612], $Editable_Mesh:Main_Body @ [-3.619590,27.318882,11.136207], $Editable_Mesh:Scope_Front @ [-0.578212,0.548687,23.567085], $Editable_Mesh:Main_Body @ [-3.619590,27.318882,11.136207], ...) -- rotvalue: (quat 0.515168 0.484358 0.515167 0.484358) -- orig: $Editable_Mesh:Grip01 @ [0.024995,-2.272255,-1.403079] >> MAXScript Rollout Handler Exception: -- Runtime error: Modifier is not appropriate: Extrude:Extrude << It seem like NWmax doesn't like something about the model... but what? Something with the grip? Link to comment Share on other sites More sharing options...
T7nowhere Posted October 23, 2004 Share Posted October 23, 2004 Um, what modifiers do you have in your stack. hmm. Im not really sure what that is saying But I think from this "Runtime error: Modifier is not appropriate: Extrude:Extrude <<" you have modifier in the stack that nwmax does not like. Link to comment Share on other sites More sharing options...
TemporaryTomato Posted October 24, 2004 Author Share Posted October 24, 2004 Well, the grip(the part NWmax doesn't like) was made out of a spline, and then extruded. One of my other models(the blaster pistol) had parts that were made like that, but it worked fine? Link to comment Share on other sites More sharing options...
svösh Posted October 24, 2004 Share Posted October 24, 2004 piv: undefined is my guess set your pivot point the same as the rest of your objects I hardly ever hit reset xform but hitting set environ before you even begin helps big time. Why not make the model a compound object Boolean ? it’s up to you look at this about reseting xform http://ccg.dladventures.com/index.php/CCG_V3-1_Conversion:Part_1_Weapons scroll down just past step 26 hope this helps svösh Link to comment Share on other sites More sharing options...
TemporaryTomato Posted October 24, 2004 Author Share Posted October 24, 2004 Bah, I'm just getting a blank model file when I export. Why are you doing this to me, why!!!?? edit: Ok, this is the way I'm exporting: *Open my model *Import kotor model *Align my model with kotor model *Delete kotor model *Align the bullethook *Link model to base *Link model to bullethook *Apply aurora trimesh modifier Then, when I select the base and try to export(geom only) it exports... a blank file. Help! Someone? Link to comment Share on other sites More sharing options...
TemporaryTomato Posted October 26, 2004 Author Share Posted October 26, 2004 I'm sorry for bumping this, but I really want to get this particular model ingame... Could someone walk me through the "proper" way of exporting? Pretty please? I promise to make many models. [/desperate] Link to comment Share on other sites More sharing options...
svösh Posted October 26, 2004 Share Posted October 26, 2004 Ok here is how I would go about it *Import ascii-MDL kotor model To set scene scale and have an idea how big my model should be in it’s place. *Import my model that I saved as 3ds mesh file > import *Align my model with kotor model *Delete kotor model *Align the bullethook *Apply aurora trimesh modifier *Select all in the scene then use fast linker button on the NWNmax utils. For inanimate models this is fine in most cases. When you export the name of the base should be the similar to you’re original. So lets say it was w_HvyBlstr_003 use w_HvyBlstr_043 or something so you don’t have to make a new base item. Last resort for me is save first, then hit reset Xform on the selected model in the trimesh. If you are getting a sanity error , open C:\3dsmax6\scripts\NWmax\sanity or C:\gmax\scripts\NWmax\sanity and read the .txt for your model to see the problem. hope this helps svösh Link to comment Share on other sites More sharing options...
cchargin Posted October 26, 2004 Share Posted October 26, 2004 Hello, 1 Open my model 2 Import kotor model 3 Align my model with kotor model 4 Delete kotor model 5 Align the bullethook 6 Link model to base 7 Link model to bullethook 8 Apply aurora trimesh modifier 7 should be "link bullethook to model" Order IS important! When using the "select and link" tool the item you select is the child, the item you link to is the parent. If you are linking the model to the bullethook then you are undoing the link to the base. Since nothing is linked to the base you would get no export. check the properties of the model, its parent should be the aurora base. even better is do what Svosh said: *Select all in the scene then use fast linker button on the NWNmax utils. For inanimate models this is fine in most cases. Link to comment Share on other sites More sharing options...
TemporaryTomato Posted October 27, 2004 Author Share Posted October 27, 2004 That explains it! Thanks a lot, I've gotta try exporting again. edit: Heh, now I know ignoring the sanity check is a bad thing. http://img.photobucket.com/albums/v291/TemporaryTomato/sanitycheck.jpg Link to comment Share on other sites More sharing options...
svösh Posted October 27, 2004 Share Posted October 27, 2004 The scale has to be in cm, the base grid size should be 10 cm you can see it the left of the animation spinner. If you hit reset in max the scene reverts to US measurements and then you get results like that , Or if you didn’t hit set environ before beginning your model. To correct this, select every thing in your scene and hit scale wizard in the utils in nwnmax. Judging for the size you want to punch in 50 % at least, maybe 40 % > hit scale then close the scale wizard and re align your gun on the 000 xyz axis / and hit set environ in nwnmax utlis as well now it should export fine. no worries it happened to most of us. Here are my scale bloopers your not alone. http://svoshsphotos.fotopic.net/p7844471.html http://svoshsphotos.fotopic.net/p7844472.html http://svoshsphotos.fotopic.net/p7844473.html It sure makes for some laughs though svösh Link to comment Share on other sites More sharing options...
TemporaryTomato Posted October 27, 2004 Author Share Posted October 27, 2004 Well, I fixed it by clicking the very scary "Reset XForm" button. Easy. Link to comment Share on other sites More sharing options...
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