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A slightly different x file question (Read 730 times)
Reply #15 - Aug 20th, 2004 at 6:11pm

FSEdge   Offline
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The Optimizer will reduce the number of Faces/Polygons on the object.

Don't ever be scared to create a clone of the object in question and experiment on it until you break it Wink.
You have nothing to lose that way.

You can also use the Hold function on the object too. The Hold function can be found under Edit>Hold. This works on the model by taking snapshot of the object and holds on to it until you save or exit the program. Once you have done a Hold, you can edit the object until the cows come home. If something goes wrong or you don't like what you’ve done. You can then use Fetch to bring the object back its pre-edited state.

Don't hesitate to keep coming back when you have questions. Isn't how you learn?

FSEdge
 
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Reply #16 - Aug 20th, 2004 at 6:17pm

Abyss   Offline
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Ok thanks, I think I'm going to have to spen some time playing with this although as of yet I haven't been able to fix it without completely destroying it. Yet again I have encountered another problem although this is with a different component. The error log reads:

Running model

Start! (C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod.X)
Loading X C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod.X...
Processing...
ERROR: Scaling null has a translation, ignoring it
Model units are 1024.00 units/meter
Sorting by Material...
Optimize Parts...
Welding...
Generate BGL...
Done!
WARNING: radius is too big for crash data
Generate crash tree 1 (1040 bytes)
Assembling: C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod.azm
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(29) : error A2008: syntax error : pod_top
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8426) : error A2008: syntax error : pod_NonAlpha
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8430) : error A2008: syntax error : pod_skip_1
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8435) : error A2008: syntax error : pod_Cylinder05_1
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8428) : error A2206: missing operator in expression
IFMSK(4): Macro Called From
 C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8428): Include File
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8428) : error A2206: missing operator in expression
ERRS16(1): Macro Called From
 IFMSK(7): Macro Called From
  C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8428): Include File
C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8429) : error A2206: missing operator in expression
BGL_CALL_32(4): Macro Called From
 C:\Documents and Settings\Luke Dalby\My Documents\3D Max Files\X testing\landing pod_0.asm(8429): Include File
Error!

(landing pod is what I called the exported file for the time being and sorry about the length).ps no prizes for guessing my name!
 
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Reply #17 - Aug 20th, 2004 at 7:11pm

FSEdge   Offline
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Shoot,

Would you be willing to send the file to me? I am about out of ideas.

I do have to ask, did you inset the smiley faces in the error log?

FSEdge
 
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Reply #18 - Aug 20th, 2004 at 7:13pm

Abyss   Offline
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Ok, I think i have pretty much fixed these vertecies now using the optimizer modifier, without loosing too much quality. I may spend a little bit more time tweaking the values to get the best effects but now it is down to the problem I have posted above. I have tried to remake this component but it gives the same error unlike a different problematic section. I hope that if you can help with this then I will be sorted. Thanks again.
 
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Reply #19 - Aug 21st, 2004 at 7:04am

Abyss   Offline
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Lol, i didn't notice those faces. No I didn't insert those myself. I have been able to get to the bottom of this problem though, it just came down to the fact that I thought "landing pod" would be a logical name that I would remember, however makemdl seems to think differently and didn't like this name. If I export it as any other name it works fine. I don't understand makemdl's objection to this name but I'm happy its working. My model is very nearly finished now but I still have to name the components but I don't know the names. Can you tell me where to get them please. I think they come in one of the SDks but I'm not sure which one. Thanks for the help.
 
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Reply #20 - Aug 21st, 2004 at 9:35am

FSEdge   Offline
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Hey Abyss,

The problems were due to the way you used the name (landing pod). MakeMDL doesn’t care much for spaces in the names of models it's tying to export.
If you had used this (landing_pod) everything would have been ok. Sorry I didn't catch it when you posted. I was too tired to see the forest for the trees

You should down load the Make Model SDK its always handy to have.

Also, I have written a MAXScript called TagTool. It will help you to name parts correctly on the aircraft. It's compatible with Max4 though 6 and very easy to use. Use the link to FSAlpha.com in my signature to get it.

Good luck on the project.  Wink

FSEdge
« Last Edit: Aug 21st, 2004 at 4:14pm by FSEdge »  
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Reply #21 - Aug 29th, 2004 at 7:00am

Abyss   Offline
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This A-10 will be the
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Sorry for long wait. For some reason 3ds max won't pick up the script. I mean it doesn't find it when i browse to it to try and run it, any ideas?Thanks yet again.
 
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Reply #22 - Aug 29th, 2004 at 7:15am

Abyss   Offline
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Ok, slightly embarrasing. The reason it couldn't find them is because (remeber i told you I had 3ds max installed twice in two different locations) I was looking in the wrong place. Very nice script thank you.
 
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Reply #23 - Aug 29th, 2004 at 8:01am

Abyss   Offline
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This A-10 will be the
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Again I have problems which I cannot solve myself. I am making the A-10 warthog (just so you know what I'm going to be talking about). The main problem is the whole tail section. When I get the model into flight sim the whole tail section is raised a bit ( so the horizontal section is on top of the fuselage instead of throught the centre. The the 2 verticle tails are rotated to the left so that they are not parrellel the the fuselage. Finaly the rudders are moved and rotated way away from where they should be as well as that they do not rotate in the correct direction ( they move like a person nodding their head instead of someone shaking their head). The only things I can think of are not using correct names from the list in your script, or that it could be a problem with me using the .cfg file from another aircraft. With any luck the exterior model could be finished when these problems are fixed.
 
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Reply #24 - Aug 29th, 2004 at 10:46am

FSEdge   Offline
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Quote:
The main problem is the whole tail section. When I get the model into flight sim the whole tail section is raised a bit ( so the horizontal section is on top of the fuselage instead of throught the centre. The the 2 verticle tails are rotated to the left so that they are not parrellel the the fuselage.


Can you post a screen shoot so I can see it? That would help.

Quote:
Finaly the rudders are moved and rotated way away from where they should be as well as that they do not rotate in the correct direction ( they move like a person nodding their head instead of someone shaking their head). The only things I can think of are not using correct names from the list in your script, or that it could be a problem with me using the .cfg file from another aircraft.


The rudder problem is due to the pivot point being oriented wrong. From the description it sounds like they rotate around the Y-axis. Rudders should rotate on the Z-axis. The alignment should be done while in Local system coordinate. Rotate the Z axis is it's pointing up and the X-axis is pointing out to the right.

Since the rudders actually move in FS tells me that you have used the correct naming convention.

FSEdge
 
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Reply #25 - Aug 29th, 2004 at 11:46am

Abyss   Offline
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Hmm, I don't know how to change the pivot point. I have rotated it in the hierarchy tab but that also rotates the actual rudder.
I have emailed you the pics.Thanks.
 
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Reply #26 - Aug 29th, 2004 at 6:22pm

FSEdge   Offline
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Quote:
Hmm, I don't know how to change the pivot point. I have rotated it in the hierarchy tab but that also rotates the actual rudder.
I have emailed you the pics.Thanks.


While in the Hierarchy tab you need to select "Affect Pivot Only". From there you can move and rotate the pivot without affecting the position of the rudder. While you’re doing this just make sure you have selected "Local" in the Reference Coordinate System and this is very important.

I received your email. The misplaced engine pod and the elevator look to be some sort of scaling issues perhaps. I can't say for sure without looking at the model for myself. Do you have the Max System Units set to Meters? If not you need change that.

Good luck

FSEdge
 
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Reply #27 - Aug 30th, 2004 at 12:40pm

Abyss   Offline
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Ok, its the reference coordinate system bit I can't find, where do I look to set local. It may come down to me sending you the model if you want but I'm going to keep trying for a while. Thanks.
 
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Reply #28 - Aug 30th, 2004 at 6:08pm

Abyss   Offline
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This A-10 will be the
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Right, well I found the reference coordinate system and it does slove the odd rudder rotation in fs, however it rotates the rudder model also. I do have local selected and affect pivot only.
 
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Reply #29 - Aug 30th, 2004 at 7:10pm

FSEdge   Offline
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Posts: 203
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Quote:
Right, well I found the reference coordinate system and it does slove the odd rudder rotation in fs, however it rotates the rudder model also. I do have local selected and affect pivot only.  


If you have the vertical named rudder also, it's going to animate too. Is this the case? If so change the name and only name the actual parts on the verticals that need to move.

FSEdge
 
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