When i try to export my models from 3ds Max to the cs2 format, 3ds Max crashes. Any one else having this problem?
When i try to export my models from 3ds Max to the cs2 format, 3ds Max crashes. Any one else having this problem?
Check if you have proper names for your meshes/layers. For example: roman_sword_lod1, roman_sword_lod2, etc. They have to end with _lodX sufix, starting from 1 to 4.
Each lod should have 25% less polygons than previous one, so:
lod1 - high quality
lod2 - 25% less polygons
lod3 - 50% less polygons
lod4 - 75% less polygons
The easiest way of making lods is using ProOptimizer modifier, but the best results would give you making it manually.
So i have been fiddeling some more with it. And it seems it is the vanilla skeleton(attila) that is causing it to crash....
i have no problem exporting my models when they are attached to a file containing a skeleton from rome 2.
Are anyone else experiencing this?
I exported models from Attila's with it's skeleton plenty of times and it's always crashing me when I don't have proper naming or I have messed up materials.
Last edited by dotvhs; July 20, 2015 at 10:52 AM.
so got it working, but now i get this error when i try to build my model using BOB
"Texture folder: variantmeshes/_variantmodels/man/helmets/texERROR: Weighted mesh 'knighthelm_lod2 subobject 0' is trying to use a Rigid Mesh shader 'standard'.Failed."
Any idea why it does this?
This was the problem I was trying to solve for few days actually.
Find your material, scroll down to bottom and you should see "Custom Attributes" section with a text input. You just need to write there "weighted" and it will work.
If you're unlucky (like me) and don't see this text-input, here's what you should do:
1. Select your object in 3ds Max.
2. Press Alt + 1 (or go to Animation -> Parameter Editor...)
3. Fill stuff like this (http://i.imgur.com/CnNsRJT.png)
Add to type: Selected Object's Material
Parameter Type: String
UI Type: EditText
Name: rigid_material
EditText Default Text: weighted
4. Press Add (with your object selected)
And now you're done, the input is there, so just export your model again.
Last edited by dotvhs; July 20, 2015 at 01:28 PM.
Thank you you're a lifesaver
Now for a bonus question. when i add the shaders provided by the assembly kit, there are no editble parameters. Is that a problem?
You're welcome.
Which parameters exactly?
When i add the "standard_lighting_assembly_kit.fx" shader to my material editor. there are no editble parameters in the "standard_lighting_assembly_kit.fx Parameters" submenu.
https://vimeo.com/85353788
it's the part he edit ca. 4.00
Which 3ds Max version are you using? And do you do that correctly?
1. Select DirectX Shader type
2. Point to standard_lighting_assembly_kit.fx
3. If it's not showing up, try pressing reload button few times.
Also, did you copy the standard_lighting_assembly_kit.fx to your map/fx folder?
I'm using the 2014 version.
And yes that i what i have been doing.
Did you switch to Legacy Direct3D in your 3ds Max 2014 preferences?
nope..... the only tutorial i could find only said i should change it Direct3D, but there are 3 different options called somthing with Direct3D.
It seems to work now. Again thanks.
Okay so im still having trouble with exporting. And i found out what was causing the crashes. There is an object in the called "eyebrows_aim_null", and every time the processbar reaches that object it crashes. I have tried to delete it and then it exports just fine, but then BOB won't convert it.
So i was wondering if anyone in here could upload their version of the "cas2_exporter.dle(2014 version)" and the "generic_spangenhelm_elite.max" files??