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SD50
07-27-2008, 02:06 PM
I created an object in Gmax, using the MSTS Gamepack, I exported the object, I copied the SD file from a similar-sized object. Had trouble viewing it at all, so I uncompressed the .s file, had to modify the line so it pointed to the proper texture.

I can't see the object at all in Shape Viewer. I loaded the .s, .sd, and texture to a route, and attempted to place the object. When I do this, I see the shadow of the object, but not the object itself. Can anyone suggest what to look for?

rdamurphy
07-28-2008, 12:05 AM
When you exported it, did you change the number in the little box from 0 to 2000? That's how far you can see the item from, if it's set to 500, the item will disappear when you're 500 meters from it. 2000 meters is the max for the game, you can set it higher, but it won't matter.

If it's 0, then you can't see it at all. Since the default is 0, you have to change it every time you delete and reload the LOD window.

Robert

inflammable
07-28-2008, 01:12 AM
Something is corrupted somewhere. LOD level, wrong texture, it should show up in S view.

Open it in Sview, and tell it to show the bounding info. Do the numbers make sense?

The shadow but no shape in MSTS does sound like the LOD is set to 0, but even so, it should show up in Sview.

James

rdamurphy
07-28-2008, 01:56 AM
Trust me, it won't show up in Sview if the LOD is set to 0.

I'll be humble and I won't tell you how I know that... :rolleyes:

Hey, Inflammable, you wanna beta test my new tank car? I'll send you the file in the AM.

Robert

SD50
07-28-2008, 08:45 AM
I think we're onto something here- In Gmax, I set the distance to 2000, and re-expoted it. I still could not see it in Shape viewer, but it DOES appear on my test route.

When I decompress the .s file, I see that the Textures and Images parameters are both 0 for this object. Could that explain why it doesn't show in Sview?

Another interesting thimg in SView, is the options for Bounding Box info are grayed out with this object. As I mentioned, I pirated the .sd file from another object of similar size, but not exactly the same. I should probably revisit that.

rdamurphy
07-28-2008, 09:21 AM
If you wish, send the .gmax file, and the .sd file to me at rdamurphy at hotmail dot come, and I'll be happy to look at it for you.

Robert

SD50
07-28-2008, 10:53 AM
If you wish, send the .gmax file, and the .sd file to me at rdamurphy at hotmail dot come, and I'll be happy to look at it for you.

Robert

Thanks Robert! I'm not at the home PC now, but will send it to you tonight.

rdamurphy
07-28-2008, 11:22 AM
And I'll need the texture, too. It is in .ace format, right?

Robert

SD50
07-28-2008, 12:30 PM
Yes. For the time being, just a plain concrete texture, but it's an .ace.

SD50
08-12-2008, 10:25 AM
Thanks again to Robert for helping me out with the files.

I've found another strange problem. When I export from GMax to MSTS .s file, I find that the resulting .s file does not have any uv_points, images, or textures listed. These are all listed as 0. If I manually edit or paste in data for these, the object is visible in Shape Viewer. How can I correct this so the data is exported automatically. (Robert- yes, I'm converting to Editable Mesh before export).

rdamurphy
08-12-2008, 11:22 AM
Make sure the .ace file is in the same folder that you have the .gmax file in. Then make sure you export the .s file to the same folder. Also, in GMAX, you can check under File / Summary Info, and at the very bottom, it will show your textures and their paths.

Robert

SD50
08-12-2008, 08:24 PM
I checked thaose items, still can't see it in SView.

SD50
08-12-2008, 08:36 PM
Some success- can see most of the object, but not the textures, by selecting UVWMap, then exporting.

rdamurphy
08-12-2008, 08:42 PM
Are you sure you set the distance in the LOD manager at higher than zero? Even if you export a model from GMAX without textures, it will still be solid white. Are your textures .ace files?

Robert

SD50
08-13-2008, 09:24 AM
Yes, I had the LOD value set to 2000. I can see the basic pier, without texture. And the sleepers on top of the pier, visible in GMax, are not visible in SV. The texture .ace files are in the same directory. Attached are screenies of what I see. Let me know if you need other screenies or info. Is there some hierarchy setting that I should check?

inflammable
08-13-2008, 03:07 PM
How many objects are there? In the first picture, it looks like the base is an object, and the sleepers are a separate object.

If this is the case, then you need to parent the sleepers to the base. If they aren't linked, then the exporter will only export what you have selected. This is done the same way as in the Small Loco Tutorial.

You can check this in the exporter. If there are multiple objects, each will be named on the drop down list right in the center. Also, all the way to the bottom of the exporter, it'll tell you how many objects. In the case of that first picture, there are 272 polys in 1 object.

If you want to use Dynamic Shadows on your shape, then you need to make sure it is only a single object. You can use the Attach feature just before you export, or, on the Export menu, use the Collapse Node feature. You have to select the object name, then check the Collapse Node box. It is grayed out in the picture, as you don't have the object name selected.

The Collapse Node only works on subobjects. If there is already only one object, it won't change anything, and if you select it on the Main Object, it won't affect that one.

Dynamic shadows don't work on complex shapes. The others will, though.

James

rdamurphy
08-13-2008, 06:28 PM
Yes, I had the LOD value set to 2000. I can see the basic pier, without texture. And the sleepers on top of the pier, visible in GMax, are not visible in SV. The texture .ace files are in the same directory. Attached are screenies of what I see. Let me know if you need other screenies or info. Is there some hierarchy setting that I should check?

My best guess is that you're pointing to a texture that's not in the same folder. Go to the Materials Editor, use "Get!" to get the texture from the main object, then press "Clear" and "Open" to load the texture from the same folder. Then, making sure the main object is still selected, press "Put!".

That should clear it up.

Robert

SD50
08-13-2008, 10:20 PM
Thank you both, gentlemen! We have achieved some success. Attached is another screenie showing the results.

You were both correct, and it was a number of things that needed to be fixed. The sleepers needed to be attached to the base. There was a concrete.jpg texture that was causing problems, had to remove it. I made sure the .ace files were in the loal directory. Also, I found that using the UVWMap, and pressing the Reset button, made a difference.

Edit- one other thing is to remove the LOD data when starting to export to MSTS, start fresh. That probably caused a corruption too.

I still have a bit more work on this pier, and want to get some more realistic textures for dirty concrete and rusty metal. But this helps me out alot. One more question- James mentioned "parenting" the sleepers to the base. Is that the same as Attach, or is there another method?

rdamurphy
08-13-2008, 10:31 PM
No, parenting is when you use a heirarch, by using the two icons on the upper right that look like two blocks with a chain. If you select an object, then click on the Parenting icon, then select another object it will link them together. You will then see the heirarchy in the parts select window if you check the "view heirarchy" checkbox or in the LOD window when you load the object.

Honestly, if you want to really learn GMAX, go to the 3dTrains forum, and check out the small diesel locomotive tutorial. You can work through the whole tutorial in an hour or so, and you'll learn enough that you can start building anything:

http://forums.flightsim.com/vbts/attachment.php?attachmentid=5726&stc=1&d=1218510359

(Shameless plug for my new tank car series!)

Robert

SD50
08-13-2008, 10:41 PM
Thanks Robert! I'll do that. Nice tanker, by the way!