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2017-11-08, 21:25 | #101 | |
PR:BF2 Contributor
Join Date: Jun 2017
Posts: 44
Germany
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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Quote:
I'm also most likely going to put the setup for culldistance and lod switching into a separate window. Otherwise it would clutter the exporter window too much in my opinion. Think of the worst case example, kits, over a dozen geoms each with lods. So it'll likely be set from its own dialog in the utilities floater. Since I haven't gotten around to the actual coding on this yet, it's still up for discussion, if necessary, though. Adjusted the relevant code to always replace || in mapMaterial lines in the .con file, regardless of whether a anchor is present. Will upload new version this weekend. | |
2017-11-09, 22:55 | #102 |
Retired PR Developer
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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Having it coded into the .con file should be good, don't want the exporter to mess with the .tweak file as it could do more damage than good and .con is fine otherwise
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2017-11-11, 21:27 | #103 |
Retired PR Developer
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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
I've had no successful experiences with importing overgrowth so far. Using Max 2012, I tried twice and first overgrowth imported but the leaf materials didnt seem to get applied or at least I couldnt tell and the second time it actually asks me twice to open file and then imports dummies only. First time it was a 256x2 map, second was 1024x2, not sure what other differences could happen. Maybe it's number of overgrowth patches/OG view distance? idk.
On third try, OG imported as part of staticobjects is ok, but destroyables aren't. https://i.imgur.com/9xQrflc.jpg This could be issue with destroyable objects that are coded non-destroyable, which the missing ones are. |
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Last edited by [R-DEV]Outlawz7; 2017-11-11 at 22:51..
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2017-11-12, 09:40 | #104 | |
PR:BF2 Contributor
Join Date: Jun 2017
Posts: 44
Germany
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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Quote:
Got an example for such an object so I can test it out? | |
2017-11-12, 10:45 | #105 | |
Retired PR Developer
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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Oops, my bad then.
objects\staticobjects\pr\afghan\destroyable\corner _1floor_door_nondestroyable Quote:
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2017-11-12, 11:26 | #106 | |
PR:BF2 Contributor
Join Date: Jun 2017
Posts: 44
Germany
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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Ah, so the issue should not be related to destroyables, but rather to statics that use geometry that's not present in /meshes/ in the same folder. So I'll have to implement searching for geometries in other folders (for those cases where the geometry defined in .con differs from the actual template name).
Correct me if I'm wrong, but I don't think that ever was included in previous versions of the tools, so import of such statics shouldn't have worked previously either? Quote:
Just to make sure I understand correctly, the generated lightmaps always have to be named after the geometry and NOT the actual template to be interpreted correctly by the engine, is that the issue? | |
2017-11-12, 12:52 | #107 | |
Retired PR Developer
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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Quote:
Issue was with '_nl' versions of statics that remove ladders from child objects to avoid hitting the 255 ladders limit, in case of those the files and meshes are in same folder but not in case of those afghan destroyable nondestroyables. | |
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2017-11-18, 14:24 | #108 | ||
Retired PR Developer
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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
Using 'Save/Update LM file' I keep getting
Quote:
It highlights Quote:
edit: also does the Resume option work at all? I ticked it before clicking Render All Lightmaps and it just started over, rerendering LMs that were already done. | ||
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Last edited by [R-DEV]Outlawz7; 2017-11-18 at 21:53..
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2017-11-24, 00:12 | #109 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
So trying to get this to work in max9 atm, still get errors when for example running 'load staticobjects.con'
Code:
"not found" "not found" g_bf2Level_gameDir: C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\ fullPath : C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con bf2LoadObjCon( C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con ) Looking for samples in C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/ -- Error occurred in bf2LoadObjCon(); filename: C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\statics\importFromGame.ms; position: 4384 -- Frame: -- modPath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\" -- tmpObjType: "simpleobject" -- fnameFullPath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/broken_fence_100m" -- skipChild: undefined -- includedFnames: #() -- fullPath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con" -- firstType: "simpleobject" -- objTemplates: #() -- isRelativePath: undefined -- myItem: undefined -- fnameRelativePath: "objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/broken_fence_100m" -- fname: "objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con" -- f: <File:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\staticobjects\pr\broken_fence\broken_fence_100m\broken_fence_100m.con> -- currentObject: #("broken_fence_100m", "objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/broken_fence_100m.staticmesh", 1, #(), "simpleobject", "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\", true) -- currentChild: undefined -- currentType: "simpleobject" -- includeFileName: "broken_fence_100m.tweak" -- tmpA: undefined -- s: 10.0 -- substituteString: undefined -- firstItem: "include" -- myTable: undefined -- commenting: false -- foundValidFile: true -- includeFileDir: undefined -- tmpLine: #("include", "broken_fence_100m.tweak") -- called in bf2ReadStaticObjectsCon(); filename: C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\statics\importFromGame.ms; position: 17641 -- Frame: -- findID: 72 -- t1: 4428277 -- rot3: undefined -- fStatics: undefined -- offset: [0,0,0] -- allObjs: #() -- progressMult: undefined -- xformStr: undefined -- pntsStr: undefined -- fname: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\StaticObjects.con" -- f: <File:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\StaticObjects.con> -- linea: "run /objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con" -- currentObject: undefined -- rot2: undefined -- s: 10.0 -- doGeom: true -- forLm: true -- fnameStatics: undefined -- firstItem: "run" -- timeToParseConFile: undefined -- timeToLoadGeom: undefined -- rot1Str: undefined -- t2: undefined -- rot2Str: undefined -- commenting: false -- rot3Str: undefined -- posStr: undefined -- forOg: false -- fnameAsFwd: "c:/program files (x86)/project reality/project reality bf2/mods/pr_repo/levels/pn_omaha_beach/staticobjects.con" -- userAbort: false -- rot1: undefined -- tmpLine: #("run", "/objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con") -- called in btnImportBuildings.pressed(); filename: C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\statics\roll_lightmaps.ms; position: 18354 -- Frame: -- objSet: undefined -- fname: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\StaticObjects.con" -- forLightmaps: true >> MAXScript Rollout Handler Exception: -- Type error: Call needs function or class, got: undefined << #("/rawData/", "/mods/bf2/", "/mods/poe2/", "/mods/pr/", "/mods/pr_edit/", "/mods/pr_repo/", "/mods/usidev/", "/mods/usi_work/", "/mods/eod_dev/", "/mods/bfp2_edit/", "/mods/fh2/", "/mods/fh2test/", "/mods/fh2_edit/", "/mods/usidev/", "/mods/usi_work/") #("/rawData/", "/mods/pr_repo/") "not found" "not found" g_bf2Level_gameDir: C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\ fullPath : C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con bf2LoadObjCon( C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con ) Looking for samples in C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/ -- Error occurred in bf2LoadObjCon(); filename: C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\statics\importFromGame.ms; position: 4384 -- Frame: -- modPath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\" -- tmpObjType: "simpleobject" -- fnameFullPath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/broken_fence_100m" -- skipChild: undefined -- includedFnames: #() -- fullPath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con" -- firstType: "simpleobject" -- objTemplates: #() -- isRelativePath: undefined -- myItem: undefined -- fnameRelativePath: "objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/broken_fence_100m" -- fname: "objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con" -- f: <File:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\staticobjects\pr\broken_fence\broken_fence_100m\broken_fence_100m.con> -- currentObject: #("broken_fence_100m", "objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/broken_fence_100m.staticmesh", 1, #(), "simpleobject", "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\", true) -- currentChild: undefined -- currentType: "simpleobject" -- includeFileName: "broken_fence_100m.tweak" -- tmpA: undefined -- s: 10.0 -- substituteString: undefined -- firstItem: "include" -- myTable: undefined -- commenting: false -- foundValidFile: true -- includeFileDir: undefined -- tmpLine: #("include", "broken_fence_100m.tweak") -- called in bf2ReadStaticObjectsCon(); filename: C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\statics\importFromGame.ms; position: 17641 -- Frame: -- findID: 72 -- t1: 4485607 -- rot3: undefined -- fStatics: undefined -- offset: [0,0,0] -- allObjs: #() -- progressMult: undefined -- xformStr: undefined -- pntsStr: undefined -- fname: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\StaticObjects.con" -- f: <File:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\StaticObjects.con> -- linea: "run /objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con" -- currentObject: undefined -- rot2: undefined -- s: 10.0 -- doGeom: true -- forLm: true -- fnameStatics: undefined -- firstItem: "run" -- timeToParseConFile: undefined -- timeToLoadGeom: undefined -- rot1Str: undefined -- t2: undefined -- rot2Str: undefined -- commenting: false -- rot3Str: undefined -- posStr: undefined -- forOg: false -- fnameAsFwd: "c:/program files (x86)/project reality/project reality bf2/mods/pr_repo/levels/pn_omaha_beach/staticobjects.con" -- userAbort: false -- rot1: undefined -- tmpLine: #("run", "/objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con") -- called in btnImportBuildings.pressed(); filename: C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\statics\roll_lightmaps.ms; position: 18354 -- Frame: -- objSet: undefined -- fname: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\StaticObjects.con" -- forLightmaps: true >> MAXScript Rollout Handler Exception: -- Type error: Call needs function or class, got: undefined << "not found" "not found" g_bf2Level_gameDir: C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\ fullPath : C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con bf2LoadObjCon( C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con ) Looking for samples in C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/ -- Error occurred in bf2LoadObjCon(); filename: C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\statics\importFromGame.ms; position: 4384 -- Frame: -- modPath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\" -- tmpObjType: "simpleobject" -- fnameFullPath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/broken_fence_100m" -- skipChild: undefined -- includedFnames: #() -- fullPath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con" -- firstType: "simpleobject" -- objTemplates: #() -- isRelativePath: undefined -- myItem: undefined -- fnameRelativePath: "objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/broken_fence_100m" -- fname: "objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con" -- f: <File:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\staticobjects\pr\broken_fence\broken_fence_100m\broken_fence_100m.con> -- currentObject: #("broken_fence_100m", "objects/staticobjects/pr/broken_fence/broken_fence_100m/Meshes/broken_fence_100m.staticmesh", 1, #(), "simpleobject", "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\", true) -- currentChild: undefined -- currentType: "simpleobject" -- includeFileName: "broken_fence_100m.tweak" -- tmpA: undefined -- s: 10.0 -- substituteString: undefined -- firstItem: "include" -- myTable: undefined -- commenting: false -- foundValidFile: true -- includeFileDir: undefined -- tmpLine: #("include", "broken_fence_100m.tweak") -- called in bf2ReadStaticObjectsCon(); filename: C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\statics\importFromGame.ms; position: 17641 -- Frame: -- findID: 72 -- t1: 4516616 -- rot3: undefined -- fStatics: undefined -- offset: [0,0,0] -- allObjs: #() -- progressMult: undefined -- xformStr: undefined -- pntsStr: undefined -- fname: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\StaticObjects.con" -- f: <File:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\StaticObjects.con> -- linea: "run /objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con" -- currentObject: undefined -- rot2: undefined -- s: 10.0 -- doGeom: true -- forLm: true -- fnameStatics: undefined -- firstItem: "run" -- timeToParseConFile: undefined -- timeToLoadGeom: undefined -- rot1Str: undefined -- t2: undefined -- rot2Str: undefined -- commenting: false -- rot3Str: undefined -- posStr: undefined -- forOg: false -- fnameAsFwd: "c:/program files (x86)/project reality/project reality bf2/mods/pr_repo/levels/pn_omaha_beach/staticobjects.con" -- userAbort: false -- rot1: undefined -- tmpLine: #("run", "/objects/staticobjects/pr/broken_fence/broken_fence_100m/broken_fence_100m.con") -- called in btnImportBuildings.pressed(); filename: C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\statics\roll_lightmaps.ms; position: 18354 -- Frame: -- objSet: undefined -- fname: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\StaticObjects.con" -- forLightmaps: true >> MAXScript Rollout Handler Exception: -- Type error: Call needs function or class, got: undefined << Code:
[bf2] outModPath=C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/ chkPause=false chkDebug=false chkFixImagePath=false chkUsePrefix=false chkLightmapUVs=false rawdataDir0=/rawData/ rawdataDir1=/mods/pr_repo/ rawdataDir2= rawdataDir3=/mods/pr/ rawdataDir4=/mods/pr_edit/ rawdataDir5=/mods/pr_repo/ rawdataDir6=/mods/usidev/ rawdataDir7=/mods/usi_work/ rawdataDir8=/mods/eod_dev/ rawdataDir9=/mods/bfp2_edit/ rawdataDir10=/mods/fh2/ rawdataDir11=/mods/fh2test/ rawdataDir12=/mods/fh2_edit/ rawdataDir13=/mods/usidev/ rawdataDir14=/mods/usi_work/ rawdataDir15= lightmaps_ddMachineNum=1 lightmaps_ddMachineOutOf=1 lightmaps_edtOutDir=C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\lightmaps_3dsmax\temp\ lightmaps_edtDirConvert=C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\lightmaps_3dsmax\output lightmaps_edtLMSizeFile=C:\Users\Lukas\Desktop\lightmapping\sizes.txt lightmaps_ddDefaultLMSetting=3 lightmaps_ddDxt=1 lightmaps_ddRenderChannel=4 lightmaps_chkRendConvertAfter=false lightmaps_ddLodToRend=1 lmNetRend_OutDir= lmNetRend_NumJobs=0 Bf2Batch.edtDest= Bf2Batch.edtRawData= dynLights_edtOutDir.text= chkRemRootBone=false rawdataDir15= chkNoSubDir=false chkAltImport=false chkBfMeshViewLMs=false lightmaps_edtDirTerrain=C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\levels\pn_omaha_beach\lightmaps_3dsmax\terrain |
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2017-11-24, 18:28 | #110 |
PR:BF2 Lead Designer
Join Date: Jan 2012
Posts: 8,514
Belgium
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Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.
EDIT: it was 2 materials having the same name. really weird, as it worked just days ago.
Another crazy bug :/ So I was working on a helicopter export scene 2 days ago, went fine in max2012 with new tools. Exported just fine. Wanted to work on it today, suddenly couldn't export anymore and got the famous 'Unknown property: "count" in undefined' error again. Now when I import the mesh again (which is the exact same as is in my export scene, they match) and try to re-export that it works. But working from my own export scene from few days ago doesn't work anymore all of sudden . Which is weird cause it worked just days ago. https://www.dropbox.com/s/xjzakw41w3...neral.max?dl=0 It seems to point at strings.ms at this function: Code:
fn replaceChar txt rC nC= ( for i=1 to txt.count do if txt[i] == rC then txt[i] = nC return txt ) Code:
Note: PhysX SDK initialized Note: PhysX Plugin initialized Max to Physcs Geometry Scale = 1.0 Max to Physcs Geometry Scale = 1.0 noSubDir: false edtPath.text: /vehicles/air/ newDestPath; /vehicles/air/ Save: C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/vehicles/air/pl_ahe_sokol/pl_ahe_sokol.dat save() scalesAreUniform: true anmRange: #(0f, 100f) anmObjs: #() fname: C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/vehicles/air/pl_ahe_sokol/pl_ahe_sokol.dat objs: #($Point_Helper:root_bundledmesh_pl_ahe_sokol @ [0.000000,0.000000,0.000000], $Dummy:geom0 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:pl_ahe_sokol__PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Mesh:Cannon__GenericFireArm @ [0.000000,38.244095,-39.334648], $Editable_Mesh:Btm_Barrel__Bundle @ [36.546577,70.437012,-42.668919], $Editable_Mesh:Top_Barrel__Bundle @ [37.604324,70.440948,-39.756023], $Editable_Mesh:FWheel__Spring @ [0.000000,101.153542,-68.094490], $Editable_Mesh:LWheel__Spring @ [-62.948818,-47.377953,-62.468502], $Editable_Mesh:RWheel__Spring @ [62.956692,-47.370079,-62.468502], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:pl_ahe_sokol__PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Mesh:Cannon__GenericFireArm @ [0.000000,38.244095,-39.334648], $Editable_Mesh:Btm_Barrel__Bundle @ [36.546577,70.437012,-42.668919], $Editable_Mesh:Top_Barrel__Bundle @ [37.604324,70.440948,-39.756023], $Editable_Mesh:FWheel__Spring @ [0.000000,101.153542,-68.094490], $Editable_Mesh:LWheel__Spring @ [-62.948818,-47.377953,-62.468502], $Editable_Mesh:RWheel__Spring @ [62.956692,-47.370079,-62.468502], $Dummy:lod1 @ [0.000000,0.000000,0.000000], ...) jointNodeTypes: #(BoneGeometry, Pyramid) BF2SortSkeParts: #($Point_Helper:root_bundledmesh_pl_ahe_sokol @ [0.000000,0.000000,0.000000], $Dummy:geom0 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:pl_ahe_sokol__PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Mesh:Cannon__GenericFireArm @ [0.000000,38.244095,-39.334648], $Editable_Mesh:Btm_Barrel__Bundle @ [36.546577,70.437012,-42.668919], $Editable_Mesh:Top_Barrel__Bundle @ [37.604324,70.440948,-39.756023], $Editable_Mesh:FWheel__Spring @ [0.000000,101.153542,-68.094490], $Editable_Mesh:LWheel__Spring @ [-62.948818,-47.377953,-62.468502], $Editable_Mesh:RWheel__Spring @ [62.956692,-47.370079,-62.468502], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:pl_ahe_sokol__PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Mesh:Cannon__GenericFireArm @ [0.000000,38.244095,-39.334648], $Editable_Mesh:Btm_Barrel__Bundle @ [36.546577,70.437012,-42.668919], $Editable_Mesh:Top_Barrel__Bundle @ [37.604324,70.440948,-39.756023], $Editable_Mesh:FWheel__Spring @ [0.000000,101.153542,-68.094490], $Editable_Mesh:LWheel__Spring @ [-62.948818,-47.377953,-62.468502], $Editable_Mesh:RWheel__Spring @ [62.956692,-47.370079,-62.468502], $Dummy:lod1 @ [0.000000,0.000000,0.000000], ...) validMeshIDs: #(4, 5, 6, 7, 8, 9, 10, 13, 14, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, ...) "skipping fclose" -- Error occurred in replaceChar(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\general\strings.ms; position: 830; line: 47 -- Frame: -- rc: "\" -- nC: "/" -- txt: undefined -- called in getTextureFromFname(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\materials.ms; position: 2462; line: 114 -- Frame: -- foundID: undefined -- tmpName: undefined -- fname: undefined -- called in getTextureFrom_Bitmaptexture(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\materials.ms; position: 2899; line: 137 -- Frame: -- bt: Bitmaptexture:Bitmap -- called in doBundledMeshGeneric(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\materials.ms; position: 6795; line: 297 -- Frame: -- mat: Alpha||Alpha_Blend:BF2_BundledMesh -- textures: undefined -- findPos: undefined -- mapIDs: #(16, 9, 6) -- type: "bundledmesh" -- thisMat: (matContainer materialID:undefined materialName:"Alpha||Alpha_Blend" fxFilename:undefined technique:undefined textures:#()) -- bundledTypeMaterial: undefined -- bumpTex: undefined -- matSrc: #(undefined, Bitmaptexture:Bitmap, undefined, undefined, undefined, undefined, undefined, undefined, Bitmaptexture:Bitmap, undefined, undefined, undefined, undefined, undefined, undefined, Bitmaptexture:Bitmap, undefined, undefined, undefined, undefined, undefined, ...) -- matName: undefined -- testType: "bundledmesh" -- colorTex: "objects/vehicles/common/textures/us_vehicleglass_c.dds" -- shadTex: undefined -- called in doBundledMesh(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\materials.ms; position: 8402; line: 356 -- Frame: -- t: #(16, 9, 6) -- mat: Alpha||Alpha_Blend:BF2_BundledMesh -- type: "bundledmesh" -- thisMat: undefined -- called in getSingle(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\materials.ms; position: 9617; line: 415 -- Frame: -- fxMat: undefined -- mat: Alpha||Alpha_Blend:BF2_BundledMesh -- type: "bundledmesh" -- classMat: bf2_BundledMesh -- bf2_StaticMesh: undefined -- called in i loop; filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\materials.ms; position: 10492; line: 454 -- Frame: -- i: 2 -- singleMat: undefined -- called in getMulti(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\materials.ms; position: 10612; line: 460 -- Frame: -- theClass: Multimaterial -- mat: #Multi/Sub-Object:01 - Default(BF2 BundledMesh:3P||ColormapGloss, BF2 BundledMesh:Alpha||Alpha_Blend, BF2 BundledMesh:3P||ColormapGloss, BF2 BundledMesh:1P||ColormapGloss, BF2 BundledMesh:Alpha_1P||Alpha_Blend, undefined, undefined, undefined, undefined, undefined) -- matInfo: #((matContainer materialID:1 materialName:"3P" fxFilename:"BundledMesh.fx" technique:"Full" textures:#("objects/vehicles/air/pl_ahe_sokol/textures/pl_ahe_sokol_c.dds", "objects/vehicles/air/pl_ahe_sokol/textures/pl_ahe_sokol_b.dds", "Common\Textures\SpecularLUT_pow36.dds", "__TECHNIQUE__ColormapGloss"))) -- type: "bundledmesh" -- matsList: #(3P||ColormapGloss:BF2_BundledMesh, Alpha||Alpha_Blend:BF2_BundledMesh, 3P||ColormapGloss:BF2_BundledMesh, 1P||ColormapGloss:BF2_BundledMesh, Alpha_1P||Alpha_Blend:BF2_BundledMesh, undefined, undefined, undefined, undefined, undefined) -- matIDList: #(1, 2, 3, 4, 5, 6, 7, 8, 9, 10) -- called in i loop; filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\rSceneDump.ms; position: 8195; line: 393 -- Frame: -- matInfo: undefined -- i: 1 -- isNonVis: undefined -- dontWarnSkinWeights: undefined -- a: undefined -- bnObjs: undefined -- meshObj_OriginalTransform: undefined -- p: undefined -- meshObj: $pl_ahe_sokol__PlayerControlObject -- crdSpace: undefined -- minUvSetCnt: undefined -- called in save(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\rSceneDump.ms; position: 11048; line: 498 -- Frame: -- matFname: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\vehicles\air\pl_ahe_sokol\pl_ahe_sokol.material" -- dbg: false -- scalesAreUniform: true -- fnameType: ".dat" -- anmObjs: #() -- isSkeleton: false -- fnamePath: undefined -- isAnimation: false -- validMeshIDs: #(4, 5, 6, 7, 8, 9, 10, 13, 14, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, ...) -- objectTypeName: "bundledmesh" -- isStaticObject: false -- meshCount: 0 -- fMat: <File:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\vehicles\air\pl_ahe_sokol\pl_ahe_sokol.material> -- isAnimOrSke: false -- is3p: false -- validType: true -- rootNodeTransform: (matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0]) -- objUsesMesh: #(undefined, undefined, undefined, 4, 5, 6, 7, 8, 9, 10, undefined, undefined, 13, 14, 15, 16, 17, 18, 19, undefined, ...) -- errMesg: undefined -- rHand: undefined -- s: 0.0254 -- b: undefined -- objs: #($root_bundledmesh, $geom0, $lod0, $pl_ahe_sokol__PlayerControlObject, $Cannon__GenericFireArm, $Btm_Barrel__Bundle, $Top_Barrel__Bundle, $FWheel__Spring, $LWheel__Spring, $RWheel__Spring, $geom1, $lod0, $pl_ahe_sokol__PlayerControlObject, $Cannon__GenericFireArm, $Btm_Barrel__Bundle, $Top_Barrel__Bundle, $FWheel__Spring, $LWheel__Spring, $RWheel__Spring, $lod1, ...) -- numWeapParts: 0 -- anmRange: #(0f, 0f) -- animatedNodeNames: undefined -- root_bone: undefined -- is1p: false -- f: <BinStream:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\vehicles\air\pl_ahe_sokol\pl_ahe_sokol.dat> -- oldRootName: "root_bundledmesh_pl_ahe_sokol" -- fname: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/vehicles/air/pl_ahe_sokol/pl_ahe_sokol.dat" -- prefix: undefined -- rootObjNode: $root_bundledmesh -- jointNodeTypes: #(BoneGeometry, Pyramid) -- objsNew: #($root_bundledmesh, $geom0, $lod0, $pl_ahe_sokol__PlayerControlObject, $Cannon__GenericFireArm, $Btm_Barrel__Bundle, $Top_Barrel__Bundle, $FWheel__Spring, $LWheel__Spring, $RWheel__Spring, $geom1, $lod0, $pl_ahe_sokol__PlayerControlObject, $Cannon__GenericFireArm, $Btm_Barrel__Bundle, $Top_Barrel__Bundle, $FWheel__Spring, $LWheel__Spring, $RWheel__Spring, $lod1, ...) -- objsPrefix: #() -- called in Bf2Export(); filename: C:\Program Files\Autodesk\3ds Max 2012\scripts\bf2\_MainExporter.ms; position: 6916; line: 312 -- Frame: -- meshType: undefined -- dbg: false -- anmObjs: #() -- occs: #() -- fnamePath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\vehicles\air\pl_ahe_sokol\" -- filesToDel: undefined -- pauseOutput: false -- objectTypeName: undefined -- tempObjs: #($root_bundledmesh, $geom0, $lod0, $pl_ahe_sokol__PlayerControlObject, $Cannon__GenericFireArm, $Btm_Barrel__Bundle, $Top_Barrel__Bundle, $FWheel__Spring, $LWheel__Spring, $RWheel__Spring, $geom1, $lod0, $pl_ahe_sokol__PlayerControlObject, $Cannon__GenericFireArm, $Btm_Barrel__Bundle, $Top_Barrel__Bundle, $FWheel__Spring, $LWheel__Spring, $RWheel__Spring, $lod1, ...) -- fnameWithoutExt: undefined -- buildMode: undefined -- s: 0.0254 -- objs: #($root_bundledmesh, $geom0, $lod0, $pl_ahe_sokol__PlayerControlObject, $Cannon__GenericFireArm, $Btm_Barrel__Bundle, $Top_Barrel__Bundle, $FWheel__Spring, $LWheel__Spring, $RWheel__Spring, $geom1, $lod0, $pl_ahe_sokol__PlayerControlObject, $Cannon__GenericFireArm, $Btm_Barrel__Bundle, $Top_Barrel__Bundle, $FWheel__Spring, $LWheel__Spring, $RWheel__Spring, $lod1, ...) -- convertStr: undefined -- anmRange: #(0f, 100f) -- convertStrB: undefined -- fname: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/vehicles/air/pl_ahe_sokol/pl_ahe_sokol.dat" -- prefix: undefined -- destDat: undefined -- rootObjNode: undefined -- strExeA: undefined -- strExeB: undefined >> MAXScript Rollout Handler Exception: -- Unknown property: "count" in undefined << |
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Last edited by [R-DEV]Mineral; 2017-11-24 at 18:35..
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Tags |
3dsmax, experimental, max, newer, support, tools, updated, vbf2 or pr, versions |
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