Gmax
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...
I don't think meshes or materials should be 0. I must be doing something wrong.
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
Search the rf faq for 'gmax' has tips
http://terrymorgan.net/rffaq.zip
http://terrymorgan.net/rffaq.zip
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).
- SithMaster
- Posts: 306
- Joined: Mon Jul 04, 2005 11:45 pm