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Gmax

Posted: Mon Jul 18, 2005 10:48 pm
by Master
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.

Posted: Mon Jul 18, 2005 11:17 pm
by AndyCR
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.

Posted: Tue Jul 19, 2005 12:38 am
by Master
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.

Posted: Tue Jul 19, 2005 12:50 am
by hike1
Search the rf faq for 'gmax' has tips
http://terrymorgan.net/rffaq.zip

Posted: Tue Jul 19, 2005 1:31 am
by AndyCR
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.

Posted: Tue Jul 19, 2005 1:41 am
by Master
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?

Posted: Tue Jul 19, 2005 4:02 am
by AndyCR
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).

Posted: Wed Jul 20, 2005 4:11 am
by Master
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.

Posted: Wed Jul 20, 2005 4:25 pm
by AndyCR
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)

Posted: Wed Jul 20, 2005 8:24 pm
by SithMaster
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.

Posted: Wed Jul 20, 2005 9:53 pm
by Master
Yes, I finally got it. Thanks guys.