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PR:BF2 Community Modding Making or wanting help making your own asset? Check in here |
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#11 |
PR:BF2 Contributor
Join Date: Jun 2017
Posts: 44
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Just because a material is in the scene does not mean it is in the Material Editor and vica-versa.
Since the material is created automatically it never passes through the material editor. However you can of course get the material into the material editor with "Pick from object". If necessary, I can try to have the new materials inserted into (hopefully unused) slots in the material editor as well. |
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#12 |
Retired PR Developer
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Use the Eye Dropper (left of the material name box) on the model
![]() Or go Material>Get Material and then on the left in the Browse bit hit scene and will show you all the mats in the scene ![]() EDIT: Damn ninjas! ![]() |
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#13 |
PR:BF2 Lead Designer
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Posts: 8,514
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Yeah figured it out eventually
![]() The alpha import seems to work, however it looks rather fucked up. Not sure if this is something on the setup on my end I need to fix or not. ![]() Other then that loving these tools! |
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#14 |
PR:BF2 Contributor
Join Date: Jun 2017
Posts: 44
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I think that should be due to display performance settings. I've had similar issues before, until I upped the display quality. Does it get better when the viewport remains unchanged for a while?
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#15 |
PR:BF2 Lead Designer
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Posts: 8,514
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Yeah changing settings improves it, but not entirely fixes it. On to something else.
The exporter also gives me the 'output directory invalid' each time I open the exporter window. I have to redo it each time. And I'm pretty sure I'm setting it up correctly. ![]() And when I try exporting it gives me the 'Error could not create file: objects/test/name.dat' error which fails the export. |
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#16 |
PR:BF2 Contributor
Join Date: Jun 2017
Posts: 44
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Can you check the contents of /scripts/bf2/zconfig.ini ?
Is outmodpath in there actually changed to the one you entered? Other than that, can you check what error messages are in the listener window? (Use F11 or Scripting/Maxscript Listener to open it) |
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#17 |
PR:BF2 Lead Designer
![]() ![]() Join Date: Jan 2012
Posts: 8,514
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zconfig does not show outmodpath. Should I add it manually as :
outModPath=C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\ ? Doing so gives me another error on export: --runtime error: filestream cannot create: C:\...\scripts\bf2\~convert.bat error after modpath myself to zconfig.ini: Code:
noSubDir: true edtPath.text: /test/ newDestPath; /test/ Save: C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat save() scalesAreUniform: true anmRange: #(0f, 100f) anmObjs: #() fname: C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat objs: #($Point_Helper:root_bundledmesh_fr_ahe_sa342 @ [0.000000,0.000000,0.000000], $Dummy:geom0_NoLightmap @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:lod1 @ [0.000000,0.000000,0.000000], ...) jointNodeTypes: #(BoneGeometry, Pyramid) BF2SortSkeParts: #($Point_Helper:root_bundledmesh_fr_ahe_sa342 @ [0.000000,0.000000,0.000000], $Dummy:geom0_NoLightmap @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $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" animatedNodeNames: #() convertTechniques: "C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\bf2Materials.exe" -applyTechniques "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\Meshes/fr_ahe_sa342.bundledmesh" -- Error occurred in runDosCommand(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\general\misc.ms; position: 4548; line: 257 -- Frame: -- tmpCmd: ""C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\SceneParse.exe" "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat"" -- batFname: "C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\~convert.bat" -- doPause: false -- f: undefined -- called in Bf2Export(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\_MainExporter.ms; position: 8214; line: 357 -- Frame: -- convertStr: ""C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\SceneParse.exe" "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat"" -- anmRange: #(0f, 100f) -- convertStrB: ""C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\bf2Materials.exe" -applyTechniques "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\Meshes/fr_ahe_sa342.bundledmesh"" -- fname: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat" -- destDat: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat" -- rootObjNode: $root_bundledmesh_fr_ahe_sa342 -- objs: #($root_bundledmesh_fr_ahe_sa342, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...) -- s: 0.1 -- strExeA: "C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\SceneParse.exe" -- strExeB: "C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\bf2Materials.exe" -- dbg: false -- anmObjs: #() -- occs: #() -- fnamePath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\" -- filesToDel: undefined -- objectTypeName: "bundledmesh" -- pauseOutput: false -- fnameWithoutExt: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\fr_ahe_sa342" -- prefix: undefined -- meshType: ".bundledmesh" -- buildMode: "release\" -- tempObjs: #($root_bundledmesh_fr_ahe_sa342, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...) -- called in doPressExport(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\rollout_export.ms; position: 9146; line: 298 -- Frame: -- newDestPath: "test/" -- fixRootNode: undefined -- rtNodes: undefined -- objectName: "fr_ahe_sa342" -- fname: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat" -- objs: #($root_bundledmesh_fr_ahe_sa342, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...) -- strExeA: undefined -- rootObj: $root_bundledmesh_fr_ahe_sa342 -- rootName: undefined -- noSubDir: true -- anmObjs: #() -- oldObjLMs: #(#($geom0_NoLightmap, "geom0_NoLightmap")) -- geomNodes: #($geom0_NoLightmap) -- objFirst13Name: "root_bundledm" -- oldTransform: (matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0]) -- prefix: undefined -- bafName: undefined -- called in btnExport.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\rollout_export.ms; position: 11300; line: 382 -- Frame: -- trn_LightmapSz: undefined -- rtNodes: undefined -- trn_selectedRootNodes: undefined >> MAXScript Rollout Handler Exception: -- Runtime error: FileStream cannot create: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\~convert.bat << error before adding modpath myself to zconfig.ini Code:
#("/rawData/", "/mods/bf2/", "/mods/pr_repo/") noSubDir: true edtPath.text: /test/ newDestPath; /test/ Save: objects/test/fr_ahe_sa342.dat save() scalesAreUniform: true anmRange: #(0f, 100f) anmObjs: #() fname: objects/test/fr_ahe_sa342.dat objs: #($Point_Helper:root_bundledmesh_fr_ahe_sa342 @ [0.000000,0.000000,0.000000], $Dummy:geom0_NoLightmap @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:fr_ahe_sa342__PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:fr_ahe_sa342__PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:lod1 @ [0.000000,0.000000,0.000000], ...) jointNodeTypes: #(BoneGeometry, Pyramid) Error! Could not create file! objects/test/fr_ahe_sa342.dat |
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Last edited by [R-DEV]Mineral; 2017-08-09 at 14:55..
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#18 |
PR:BF2 Developer
Join Date: Feb 2016
Posts: 569
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Location: Cebu
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ohhh...so this supports max 2010? interesting
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#19 |
PR:BF2 Contributor
Join Date: Jun 2017
Posts: 44
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Try adding that but with / instead of \
So: outModPath=C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/ Then it should work. Not sure though why it isn't accepting the setup window though. Maybe access issues? Is the file read-only for some reason? Or maybe try running 3dsmax as admin? - following your edit, it does seem like access issues to me. I think some newer max versions like to put restrictions on the entire 3dsmax folder, so try as admin (or making sure that your account always has write-access to the 3dsmax folder) |
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#20 |
PR:BF2 Lead Designer
![]() ![]() Join Date: Jan 2012
Posts: 8,514
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running 3dsmax as admin or setting the entire autodesk folder to have full permission doesn't help it seems.
Currently getting the error: --Unknown property: "count" in undefined Code:
noSubDir: true edtPath.text: /test/ newDestPath; /test/ Save: C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat save() scalesAreUniform: true anmRange: #(0f, 100f) anmObjs: #() fname: C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat objs: #($Point_Helper:root_bundledmesh_fr_ahe_sa342 @ [0.000000,0.000000,0.000000], $Dummy:geom0_NoLightmap @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:lod1 @ [0.000000,0.000000,0.000000], ...) jointNodeTypes: #(BoneGeometry, Pyramid) BF2SortSkeParts: #($Point_Helper:root_bundledmesh_fr_ahe_sa342 @ [0.000000,0.000000,0.000000], $Dummy:geom0_NoLightmap @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $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 2016\scripts\bf2\general\strings.ms; position: 830; line: 47 -- Frame: -- rc: "\" -- nc: "/" -- txt: undefined -- called in getTextureFromFname(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 2462; line: 114 -- Frame: -- fname: undefined -- foundID: undefined -- tmpName: undefined -- called in getTextureFrom_Bitmaptexture(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 2899; line: 137 -- Frame: -- bt: Bitmaptexture:Bitmap -- called in doBundledMeshGeneric(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 6795; line: 297 -- Frame: -- bumpTex: undefined -- type: "bundledmesh" -- matSrc: #(undefined, Bitmaptexture:Bitmap, undefined, undefined, undefined, undefined, Bitmaptexture:Bitmap, 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/ger_vehicleglass_c.dds" -- mat: alpha||Alpha:bf2_BundledMesh -- shadTex: undefined -- textures: undefined -- findPos: undefined -- mapIDs: #(16, 9, 6) -- thisMat: (matContainer materialID:undefined materialName:"alpha||Alpha" fxFilename:undefined technique:undefined textures:#()) -- bundledTypeMaterial: undefined -- called in doBundledMesh(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 8402; line: 356 -- Frame: -- type: "bundledmesh" -- t: #(16, 9, 6) -- mat: alpha||Alpha:bf2_BundledMesh -- thisMat: undefined -- called in getSingle(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 9617; line: 415 -- Frame: -- bf2_StaticMesh: undefined -- type: "bundledmesh" -- mat: alpha||Alpha:bf2_BundledMesh -- fxMat: undefined -- classMat: bf2_BundledMesh -- called in i loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 10492; line: 454 -- Frame: -- i: 2 -- singleMat: undefined -- called in getMulti(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 10612; line: 460 -- Frame: -- matIDList: #(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, ...) -- type: "bundledmesh" -- mat: #Multi/Sub-Object:BF2Material(bf2_BundledMesh:ColorMapGloss, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:ColorMapGloss) -- theClass: Multimaterial -- matInfo: #((matContainer materialID:1 materialName:"ColorMapGloss" fxFilename:"BundledMesh.fx" technique:"Full" textures:#("objects/vehicles/air/fr_ahe_sa342/textures/fr_ahe_sa342_c.dds", "objects/vehicles/air/fr_ahe_sa342/textures/fr_ahe_sa342_b.dds", "Common\Textures\SpecularLUT_pow36.dds"))) -- matsList: #(ColorMapGloss:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, ...) -- called in i loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\rSceneDump.ms; position: 8195; line: 393 -- Frame: -- i: 2 -- meshObj: $CopilotJoy__RotationalBundle -- bnObjs: undefined -- crdSpace: undefined -- p: undefined -- minUvSetCnt: undefined -- isNonVis: undefined -- dontWarnSkinWeights: undefined -- matInfo: undefined -- a: undefined -- meshObj_OriginalTransform: undefined -- called in save(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\rSceneDump.ms; position: 11048; line: 498 -- Frame: -- jointNodeTypes: #(BoneGeometry, Pyramid) -- oldRootName: "root_bundledmesh_fr_ahe_sa342" -- fname: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat" -- rootObjNode: $root_bundledmesh -- objsNew: #($root_bundledmesh, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...) -- objs: #($root_bundledmesh, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...) -- s: 0.1 -- objsPrefix: #() -- matFname: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\fr_ahe_sa342.material" -- dbg: false -- scalesAreUniform: true -- fnameType: ".dat" -- anmObjs: #() -- isSkeleton: false -- fnamePath: undefined -- objectTypeName: "bundledmesh" -- isAnimation: false -- validMeshIDs: #(4, 5, 6, 7, 8, 9, 10, 13, 14, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, ...) -- isStaticObject: false -- is3p: false -- f: <BinStream:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\fr_ahe_sa342.dat> -- meshCount: 0 -- fMat: <File:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\fr_ahe_sa342.material> -- isAnimOrSke: false -- b: undefined -- prefix: undefined -- validType: true -- rootNodeTransform: (matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0]) -- objUsesMesh: #(undefined, undefined, undefined, 4, 5, 6, 7, 8, 9, 10, undefined, undefined, 13, 14, 15, 16, 17, 18, 19, undefined, ...) -- errMesg: undefined -- rHand: undefined -- numWeapParts: 0 -- anmRange: #(0f, 0f) -- animatedNodeNames: undefined -- root_bone: undefined -- is1p: false -- called in Bf2Export(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\_MainExporter.ms; position: 6916; line: 312 -- Frame: -- fname: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat" -- destDat: undefined -- rootObjNode: undefined -- objs: #($root_bundledmesh, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...) -- s: 0.1 -- strExeA: undefined -- strExeB: undefined -- dbg: false -- anmObjs: #() -- occs: #() -- fnamePath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\" -- filesToDel: undefined -- objectTypeName: undefined -- pauseOutput: false -- fnameWithoutExt: undefined -- prefix: undefined -- meshType: undefined -- buildMode: undefined -- tempObjs: #($root_bundledmesh, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...) -- convertStr: undefined -- anmRange: #(0f, 100f) -- convertStrB: undefined >> MAXScript Rollout Handler Exception: -- Unknown property: "count" in undefined << |
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Tags |
3dsmax, experimental, max, newer, support, tools, updated, vbf2 or pr, versions |
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