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Help with w3x export


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#1 Venin

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Posted 30 January 2008 - 11:42 AM

I keep getting an error when a try to export a model from max to w3x -> ERROR! Could not run Shader Asset Builder - EXE missing or shader not in "Run/Shader" directory? (Looking for C:\ShaderAssetBuilder.exe).
Can anyone help me with this one?

Thanks in advance

#2 Golan

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Posted 30 January 2008 - 12:54 PM

What shader are you using?

Note that when exporting a model, every shader applied to the model must have every texture slot filled, else the export will fail and 3DS crashes. This does also and especially apply to the defaultw3d shader where you will have to fill every texture slot even if you restrict the texture number (e.g. even if you set the number of textures to 1, both slots must be filled).

Edited by Golan, 30 January 2008 - 12:55 PM.

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#3 Venin

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Posted 30 January 2008 - 03:19 PM

I'm using ObjectsGDI.fx and i have all the textures slot filled. I just get that error and the model is still exported but whe I view it with w3xviewer the model is invisible. Here is a picture of the error.
All I'm tryng to do is modify the orca unit..just adding a gun to it.
error.png

Edited by Venin, 30 January 2008 - 03:20 PM.


#4 killakanz

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Posted 30 January 2008 - 04:01 PM

Note that when exporting a model, every shader applied to the model must have every texture slot filled, else the export will fail and 3DS crashes. This does also and especially apply to the defaultw3d shader where you will have to fill every texture slot even if you restrict the texture number (e.g. even if you set the number of textures to 1, both slots must be filled).


I've never had Max crash for that reason. It just finishes the export very quickly and I end up with a 1kb w3x file which is the only hint I get that export failed.
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#5 Golan

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Posted 30 January 2008 - 08:41 PM

Interesting. I´m positive that it does crash for me as well as for the people working with me so I assumed it was a general problem. Happens on all 3DS9 with german Win XP (decimal separator bug) that I know of.

@Topic
Chriz just informed me that this error is always reported... *slaps himself for never having looked at the export messages*
This is the log from a model of mine which is already ingame:
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Seeing that there is no hierarchy listed in your exporter output, are you exporting the model with using the existing skeleton? If so, you must load the skeleton to the w3xviewer as well in order for the model to show.

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#6 Venin

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Posted 31 January 2008 - 08:13 AM

I am loading the model in w3xviewer along with the existing model and still nothing. Anyways I need a tutorial on how to export skeletons sence I'll modify the orca unit adding a new stuff to it and the default skeleton will no longer match...
I feell that I need to specify that until now I didn't use the existing skeleton on the modify model because first I wanted to learn how to export properly when it comes to using an external skeleton....so this error comes up to the default model that is in art samples.

Btw I'm using 3dsmax 8 maybe that's why it dosen't crash when the export fails.

Edited by Venin, 31 January 2008 - 10:52 AM.


#7 Golan

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Posted 31 January 2008 - 11:15 AM

Try exporting with these settings:
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This should work without any modifications to the model itself and result in a 703KB w3x.

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#8 Venin

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Posted 31 January 2008 - 03:16 PM

And with those export settings can you apply the animations to the model in w3xviewer? Because to me it dosen't work....

#9 Golan

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Posted 31 January 2008 - 03:34 PM

Well, actually you can. In W3XViewer, deactivate "Model->Restrict Anims" (found in the pull down menus). Note that W3XV resets this option every time that you load a new file, so set it after importing the model and animations.

Seems I misunderstood your previous post a bit. When exporting the Sample Art Orca with standard settings, the export using existing skeleton reference must be changed to the one actually on your HDD in the sample arts - the standard setting can´t be used by 3DS as it doesn´t have the correct file path specified.

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#10 Venin

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Posted 31 January 2008 - 03:51 PM

:thumbsupsmiley:) First I think you realy had enough of me...
Well did that search the skl on my hdd and then export the sample art file as Herarchical Model with using the export using existing skeleton and nothing model dosent show up
At least the part with ""Model->Restrict Anims" works but I wounder if it works in the game to....

#11 Golan

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Posted 31 January 2008 - 04:08 PM

About the model not showing up in the w3xViewer, are you sure that you did also open the SKL file in the viewer? Otherwise, could you please attach the exported w3x that doesn´t work?

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#12 Venin

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Posted 31 January 2008 - 04:33 PM

Attached File  GUOrca_SKN.rar   62.09KB   105 downloads

There you go this is the sample model from the art pack exported with option "export using existing skeleton" on..and yes I did also open the SKL file in the viewer and if you pay attention in the cmd line of the w3xviewer when you open a file that as referenced to another file it loads up that file as well....

#13 Golan

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Posted 31 January 2008 - 05:37 PM

Problem is that all w3x references only work when the file referenced is in one of the Art folder (unless you modify some SDK files). So you usually have to open them manually.

Had a look at the w3x itself... something´s damn odd about these. The geometry is totally ruined, it´s reduced to an extremely tiny point. Just compare these two:
<BoundingBox>
			<Min X="-0.000020" Y="-0.000004" Z="-0.000001"/>
			<Max X="0.000001" Y="0.000004" Z="0.000006"/>
		</BoundingBox>
<BoundingBox>
			<Min X="-20.095989" Y="-4.167076" Z="-0.502825"/>
			<Max X="1.202228" Y="4.167076" Z="5.504745"/>
		</BoundingBox>
The first one is from your exported version as well as from the one I did now for testing, the second one is from EAs original - all other values I checked appear like this too. As you can see, the model is scaled by factor 10^6. :thumbsupsmiley:
When creating a skeleton from GUOrca.max (exporting the whole file as skeleton suffices) and then exporting the model using this newly created SKL, the model will show up correctly, though it´s slightly scaled compared to EAs original (less then 0,01% difference though). This model can even use the old animations.

So in conclusion, there´s not a problem with the export settings or the actual 3DS file, there´s probably a problem with the Sample 3DS and W3X not being made from the same model/skeleton, but TBH I have not even the slightest idea left what really causes the problem. :p

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#14 Venin

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Posted 31 January 2008 - 06:38 PM

Ok so how do I export GUOrca as skeleton because to me it still dosent work.. I select "skeleton" at the export options right? that's what I'm doing and nothing...

#15 Golan

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Posted 31 January 2008 - 06:58 PM

First, export the complete scene and set Skeleton in the export tab. Then, export the scene again, this time as Hierarchical Model, and set Export Using Existing Model to reference the skeleton you just exported.
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#16 Venin

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Posted 31 January 2008 - 08:22 PM

:| it's exactly what I'm doing here's a screen recorded seq to prove it
Attached File  demo.rar   2.59MB   80 downloads
I don't know what the hell's wrong with it maybe it's the sdk version wrong? I'm using v 5.0

#17 Golan

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Posted 31 January 2008 - 09:04 PM

Your W3XViewer is opening a file compiled earlier in this video, not the one you extracted. You should close W3XView completely every time that you want to reload an edited a file.
However, I guess you probably did that just before making this movie... so, well, I got not idea what the problem is. Sorry.

Edited by Golan, 31 January 2008 - 09:05 PM.

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#18 Venin

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Posted 01 February 2008 - 08:03 PM

Well thanks for your time anyway...and for your help sence you did help me with some things.....

#19 Venin

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Posted 02 February 2008 - 02:25 PM

FIX IT!!!!!!!

After find what realy caused it I feel i need to say just what the hell was the "error". My windows notes fractional values like this : 0,0 and in w3x xml asset that value is not recognize as the same as 0.0 and that's why every thing wasen't working..almost had a brain stroke when finding this out.

Now ain't that a bitch!!!

#20 AlexArt

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Posted 03 February 2008 - 07:52 PM

Hi there guys, I'm experiencing some troubles with the export too, though my problem is a bit weird.
I've used 3ds Max 8 and 9 for export, and I couldn't export anything at all. When I tried to export a model, an error occured and the messagebox stated that Max is "Unable to open file." I have a properly installed Max 8, I have a properly installed MOD SDK (with required applications), and I have copied the contents of 3DSMax7_Plugin folder to where it was needed. All the menus in Max 8 are working (I mean w3d menus), the shaders are working and WWSkin works, too.
Does anyone know what the problem may be caused by?

PS: if my friends try to export the model on their PCs, it works perfectly. WTF
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