Gmax

Topics relating to Modeling with Reality Factory.
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Master
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Gmax

Post by Master » Mon Jul 18, 2005 10:48 pm

How can I create useable models with Gmax? I have the key & nfo export scripts, I can compile a .act in AStudio with no problems, but when I put it in the game or view it in ActView I get crashes.

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AndyCR
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Post by AndyCR » Mon Jul 18, 2005 11:17 pm

you most likely are using a bitmap that isn't a power of two (2x2, 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, 2048x2048, or any combination therein (ie. 1024x512). for more help, we need the exact error.

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Post by Master » Tue Jul 19, 2005 12:38 am

There really is no exact error, in rfedit pro i create a static mesh and set szActor to chair.act (my actor) and click on rebuild and it crashes.

However in ActView when I try to open chair.act i get "ActView has caused an error in ACTVIEW.EXE. ActView will close now."

Im using a basic wood texture that i pulled straight out of and RF .txl. I think its something I'm doing wrong in Gmax. When i run the nfo export script i get...

Code: Select all

NFO 2.0
Material List
Number of Materials = 0
Bone List
Number of Bones = 2
Bone: Bone01
Parent: -1
Bone: Bone02
Parent: 0
Node Transform Matrix List
Number of Nodes = 2
Mesh List
Number of meshes = 0
I don't think meshes or materials should be 0. I must be doing something wrong.

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Post by hike1 » Tue Jul 19, 2005 12:50 am

Search the rf faq for 'gmax' has tips
http://terrymorgan.net/rffaq.zip

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AndyCR
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Post by AndyCR » Tue Jul 19, 2005 1:31 am

hmm. is the material actually applied in gmax? ie, can you see it in the viewport in gmax? it seems that it isn't applied to the mesh.

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Post by Master » Tue Jul 19, 2005 1:41 am

I can see the material in the gmax viewpoint, but i have no modifiers pertaining to materials...should I? I also have two bones but havn't assigned vertexes to them...should I? If so how?

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AndyCR
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Post by AndyCR » Tue Jul 19, 2005 4:02 am

there we go. the model dosen't have to have a modifier assigned as far as texturing is concerned, as long as the model has uv coordinates. but the model must have a skin modifier (though i think you might be able to collapse it in afterwards if you want) and must, i believe, have all vertixes assigned to a bone or multiple bones. also, vertex wieghts are not supported (ie a vertex that is affected 50% by bone01 and 50% by bone02).

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Post by Master » Wed Jul 20, 2005 4:11 am

I'm real new to Gmax and I decided that before I really get into learning the ins and outs of it, I want to be sure I can get .act's out of it. So uh...how do you assign vertexes to bones? I've tried to find tutorials but came up short.

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Post by AndyCR » Wed Jul 20, 2005 4:25 pm

on the gmax site, theres an animation tutorial. follow the directions, except for starters, simply assign all vertices to one bone (make sure the sphere shows all vertices red)

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Post by SithMaster » Wed Jul 20, 2005 8:24 pm

I just went to turbosquid.com and they added some new forum features like specific suport forums. They inclue gmax, lightwave, cinema4d, poser, and blender.
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Burn the heretic. Kill the mutant. Purge the unclean.

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Post by Master » Wed Jul 20, 2005 9:53 pm

Yes, I finally got it. Thanks guys.

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