Guest KENNITHH Posted August 10, 2014 Posted August 10, 2014 A friend of mine and I are basicly trying something with the default character model of SoF2. What we did is the following: - Use Noesis to open average_sleeves.glm (the character we'll be using for this) and export it as SMD.- Open the SMD in 3DSMAX 7 with Half-Life 2 SMD Importer (triangles and skeletons only)- Select all, auto key, drag the Time-Slider to the right, move everything a bit forward, auto key- Export as Softimage|XSI Export (*.XSI), leave as default - Run the .bat file we made and here we get this : ( Reading 0.84MB CARPET file )0%(90 degree skewing OFF)Loading GLA "skeletons/average_sleeves_mp.gla"...2549 framesGrabbed 1 files with 2549 framesProcessing 'c:/avsdk/base/models/weapons/ABC/ABC.XSI'Processing meshes, LOD 0Processing meshes, LOD 1(Mesh empty, so total LODs = 1)Generating ABC.glm ... ( scale: 0.92 ) Writing MDX/GLM model file...Building GLM...Error: Surface 'smdimport' has 88 bone references, max is 32!Error: Surface 'smdimport' has 2264 triangles, max is 2000!Surface "smdimport" has exceeded 32 bone references Any ideas on how to fix this? This was basicly our test, see if we can decompile, compile the model back. The other test we did was, using a rigged model, align it with the original model, use that model's skinweight and then export it the same way as I said before. But then we get this error 0%(90 degree skewing OFF)Loading GLA "skeletons/average_sleeves_mp.gla"...2549 framesGrabbed 1 files with 2549 framesProcessing 'c:/avsdk/base/models/weapons/ABC/ABC.XSI'XSI import failed, code = 12 (file 'c:/avsdk/base/models/weapons/ABC/ABC.XSI') I've tried both checking if there's an invisible object and toggling of vertex mode in editable mesh, but still not working We do have experience in changing weapon models without any issues but seems like characters might be a step too high for us
Delmi Posted August 10, 2014 Posted August 10, 2014 You need to untick the "animations" box before exporting!
Archangel35757 Posted August 10, 2014 Posted August 10, 2014 Uncheck absolute texture paths. Also make sure that no 3ds Max objects have spaces in their names-- if they do... replace the spaces with underscores. Also a vertex can only be weighted/influenced by 4 bones. If you want to export animations... then you need to check that box. Keys should exist on root pose (frame 0).
Guest KENNITHH Posted August 10, 2014 Posted August 10, 2014 Cheers guys for the info but I still get the same errors for both tests. We're just exporting the model without animations so it uses the default ones.And Ive checked, there are no spaces anywere, all the same bones as i extracted it from the glm, just another model. Original :Error: Surface 'smdimport01' has 88 bone references, max is 32!Error: Surface 'smdimport01' has 2264 triangles, max is 2000!Surface "smdimport01" has exceeded 32 bone references New model : XSI import failed, code = 12 (file 'c:/avsdk/base/models/weapons/ABC/ABC.XSI')Tomorow I'll try another format then smd from noesis, seems like smd merges all objects to one smdimport object and this probably is why it now says it has 88 bone references and 2264 triangles... So I guess that error shall be fixed. But the new model still has that error..
Archangel35757 Posted August 10, 2014 Posted August 10, 2014 Cheers guys for the info but I still get the same errors for both tests. @@Archangel35757, when I try your dotXSI for 3dsmax 2013 64bit, I get another error for the original one, the new model still has the same error.XSI import failed, File Contains 'Cubic' scale keys (file 'c:/avsdk/base/models/weapons/ABC/ABC.XSI')Then I changed my region to US and changed the , to . and still the same thing.But tomorow I'll try another format then smd from noesis, seems like smd merges all seperate parts to one smdimport object and this probably is why it now says it has 88 bone references.Did you put animation keys on the Scale transform? You should not... Bezier scale controllers give you that cubic error. Scale controller can only be linear-- but you should have no need to put keys on scale controllers.
Guest KENNITHH Posted August 10, 2014 Posted August 10, 2014 Did you put animation keys on the Scale transform? You should not... Bezier scale controllers give you that cubic error. Scale controller can only be linear-- but you should have no need to put keys on scale controllers.Putting animation keys on Scale transform, is that like selecting everything, pressing n, move it a bit, press n again? Sorry but Im very unfamiliar with modelling terms , mapping is more my cup of thee but this has been a long dream for us. Also sorry bout editing the previous post which could cause confusion, but I will try to fix the original model test first when im back from work, before I continue on searching whats wrong with the new model , error 12, unless someone knows some other solutions.
Archangel35757 Posted August 10, 2014 Posted August 10, 2014 Please read the appropriate sections of your 3ds max help docs on setting keys and turning off certain keyable options. Search on animation concepts and key filters. Use key filters to disable keying Scale Controllers.
Guest KENNITHH Posted August 11, 2014 Posted August 11, 2014 I finaly managed to get the original model ingame, tags weren't working as it probably didn't copy the weight of the tags by exporting from noesis, but I don't need them on the new model anyway. Also exporting it scaled the model down by 92% (Generating ABC.glm ... ( scale: 0.92 ) ) so I had to scale the model up to 108%. And I think the error 12 I get on the new model is because some verts arent weighted? PS: Both versions work now @@Archangel35757
Archangel35757 Posted August 11, 2014 Posted August 11, 2014 Good to hear. Remember that the game's GLM characters are scaled to 0.64 (64%). So when you import a GLM into 3dsMax you need to rescale it by a factor of 1.5625 to get back to original 100%.
Guest KENNITHH Posted August 11, 2014 Posted August 11, 2014 Good to know, but still stuck with the code 12 error, is this because there are vertices that have more then 4 bones weighted to it? Edit: because I remember there is an error that actually says this but its not showing PS: I uploaded the .max (7), car, xsi, files for that friend of mine to take a look at what he might think is wrong.I'm just dropping the link here too just in case someone is interested in checking it outhttp://www.mediafire.com/download/xzdhad37dz88qki/ABC.zip
Guest KENNITHH Posted August 13, 2014 Posted August 13, 2014 so I've seen that some have downloaded the file, any ideas ? The friend of mine who tested it said he had another error than me namely: "model_root exists more than once" in both files, while I can run carcass just fine on the original one.
Guest KENNITHH Posted August 13, 2014 Posted August 13, 2014 Breaking news ! That friend of mine suggested me to try hands as they have less bones and the model I tested has way lower vertcount. And btw, thanks @@Archangel35757, @ and @psyko for all the info you shared
Archangel35757 Posted August 13, 2014 Posted August 13, 2014 so I've seen that some have downloaded the file, any ideas ? The friend of mine who tested it said he had another error than me namely: "model_root exists more than once" in both files, while I can run carcass just fine on the original one.you can't have a "model_root" dummy helper in your scene-- because the exporter creates this helper. He could try "export selected" and have only skeleton_root, mesh_root, and their children selected.
Guest KENNITHH Posted August 16, 2014 Posted August 16, 2014 tried my second hands, they also worked but its ugly . now a bigger challenge, a full body ^^Thanks again @@Archangel35757 !
Tempust85 Posted August 16, 2014 Posted August 16, 2014 Error: Surface 'smdimport' has 88 bone references, max is 32!Surface "smdimport" has exceeded 32 bone references This means that you cannot have more than 32 bones weighed to 1 surface, not the 4 bone per vert limit. Source engine content usually have their meshes as one big object. Try splitting up the mesh, this will fix it.
Guest KENNITHH Posted August 18, 2014 Posted August 18, 2014 MISSION ACCOMPLISHED ! Note, this was again just a test, also testing a high poly/vert model, but I kinda wonder how it would look like with rend2 Polys: 22 539Verts: 14 451 Once again guys, thanks for helping me out, this has been a dream of us for years and finally we did it !
Guest KENNITHH Posted August 19, 2014 Posted August 19, 2014 Well this aint really carcass related anymore , or it might be, but ingame, you can see seams on the model where it had been regrouped/detached, can this be fixed? And to what is it related? Cheers
Tempust85 Posted August 19, 2014 Posted August 19, 2014 If it's normal map related: The only way to 'fix' the seams created from model detachment is to bake the normal map from a highpoly source to a low poly model that already has the seams in-place. This way, the normal map is working with the seams rather than trying to act like they aren't there. While it most likely won't remove it 100%, it should reduce the visibility of the seams. If it's not normal map related, there's nothing you can do except not segment.
Guest KENNITHH Posted August 20, 2014 Posted August 20, 2014 If it's normal map related: The only way to 'fix' the seams created from model detachment is to bake the normal map from a highpoly source to a low poly model that already has the seams in-place. This way, the normal map is working with the seams rather than trying to act like they aren't there. While it most likely won't remove it 100%, it should reduce the visibility of the seams. If it's not normal map related, there's nothing you can do except not segment.Ok thanks for the info DT85, its not normal map related, so I think its best to use a lower poly/vert count model and detach by element. Its a shame though they added they max 1000 vert count
Archangel35757 Posted August 20, 2014 Posted August 20, 2014 @@KENNITHH, @@DT85 -- What exactly are you trying to accomplish here??? I'm somewhat confused... are you trying to bring the SoF2 gla into JKA or what?
Tempust85 Posted August 20, 2014 Posted August 20, 2014 I think he's bringing source engine content into JKA, not sure. I'm personally not doing anything here.
Archangel35757 Posted August 20, 2014 Posted August 20, 2014 I think he's bringing source engine content into JKA, not sure. I'm personally not doing anything here. Yeah, I just thought you might know... @@KENNITHH states they're using the default SoF2 character-- they just used Noesis and SMD importer to get it into 3dsMax. Seems like they're bringing in the SoF2 GLA, hopefully he will clarify.
Guest KENNITHH Posted August 21, 2014 Posted August 21, 2014 Sorry to dissapoint you @@Archangel35757, but I'm doing this for SOF2 as there is no helping community in SOF2 unfortunatly but haven't you tried opening the gla in noesis and export it as SMD/FBX/DAE? shouldn't be too hard to get the animations like that .. I guess
Archangel35757 Posted August 21, 2014 Posted August 21, 2014 Sorry to dissapoint you @@Archangel35757, but I'm doing this for SOF2 as there is no helping community in SOF2 unfortunatly but haven't you tried opening the gla in noesis and export it as SMD/FBX/DAE? shouldn't be too hard to get the animations like that .. I guess That's a very unclear answer.... so are you trying to port SoF2 to the OpenJK engine?
Didz Posted August 21, 2014 Posted August 21, 2014 He's modding SoF2 which uses a very similar engine to JKA. That's why he's seeking help here. eezstreet likes this
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