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Old 2017-08-09, 13:37   #11
[R-CON]​Harmonikater
PR:BF2 Contributor
Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Just because a material is in the scene does not mean it is in the Material Editor and vica-versa.
Since the material is created automatically it never passes through the material editor. However you can of course get the material into the material editor with "Pick from object".

If necessary, I can try to have the new materials inserted into (hopefully unused) slots in the material editor as well.
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Old 2017-08-09, 13:38   #12
[R-DEV]​Rhino
PR:BF2 Developer
Supporting Member

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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Use the Eye Dropper (left of the material name box) on the model

Or go Material>Get Material and then on the left in the Browse bit hit scene and will show you all the mats in the scene

EDIT: Damn ninjas!

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Old 2017-08-09, 13:39   #13
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Yeah figured it out eventually Sorry not the greatest at 3dsmax.

The alpha import seems to work, however it looks rather fucked up. Not sure if this is something on the setup on my end I need to fix or not.



Other then that loving these tools!

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Old 2017-08-09, 14:07   #14
[R-CON]​Harmonikater
PR:BF2 Contributor
Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

I think that should be due to display performance settings. I've had similar issues before, until I upped the display quality. Does it get better when the viewport remains unchanged for a while?
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Old 2017-08-09, 14:21   #15
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Yeah changing settings improves it, but not entirely fixes it. On to something else.

The exporter also gives me the 'output directory invalid' each time I open the exporter window. I have to redo it each time. And I'm pretty sure I'm setting it up correctly.



And when I try exporting it gives me the 'Error could not create file: objects/test/name.dat' error which fails the export.

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Old 2017-08-09, 14:41   #16
[R-CON]​Harmonikater
PR:BF2 Contributor
Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Can you check the contents of /scripts/bf2/zconfig.ini ?
Is outmodpath in there actually changed to the one you entered?

Other than that, can you check what error messages are in the listener window? (Use F11 or Scripting/Maxscript Listener to open it)
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Old 2017-08-09, 14:49   #17
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

zconfig does not show outmodpath. Should I add it manually as :
outModPath=C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\

?

Doing so gives me another error on export:

--runtime error: filestream cannot create: C:\...\scripts\bf2\~convert.bat

error after modpath myself to zconfig.ini:
Code:
noSubDir: true
edtPath.text: /test/
newDestPath; /test/
Save: C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat
save()
 scalesAreUniform: true
 anmRange: #(0f, 100f)
 anmObjs: #()
 fname: C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat
 objs: #($Point_Helper:root_bundledmesh_fr_ahe_sa342 @ [0.000000,0.000000,0.000000], $Dummy:geom0_NoLightmap @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:lod1 @ [0.000000,0.000000,0.000000], ...)
 jointNodeTypes: #(BoneGeometry, Pyramid)
 BF2SortSkeParts: #($Point_Helper:root_bundledmesh_fr_ahe_sa342 @ [0.000000,0.000000,0.000000], $Dummy:geom0_NoLightmap @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:lod1 @ [0.000000,0.000000,0.000000], ...)
 validMeshIDs: #(4, 5, 6, 7, 8, 9, 10, 13, 14, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, ...)
"skipping fclose"
 animatedNodeNames: #()
convertTechniques: "C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\bf2Materials.exe" -applyTechniques "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\Meshes/fr_ahe_sa342.bundledmesh"
-- Error occurred in runDosCommand(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\general\misc.ms; position: 4548; line: 257
--  Frame:
--   tmpCmd: ""C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\SceneParse.exe" "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat""
--   batFname: "C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\~convert.bat"
--   doPause: false
--   f: undefined
--   called in Bf2Export(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\_MainExporter.ms; position: 8214; line: 357
--  Frame:
--   convertStr: ""C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\SceneParse.exe" "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat""
--   anmRange: #(0f, 100f)
--   convertStrB: ""C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\bf2Materials.exe" -applyTechniques "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\Meshes/fr_ahe_sa342.bundledmesh""
--   fname: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat"
--   destDat: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat"
--   rootObjNode: $root_bundledmesh_fr_ahe_sa342
--   objs: #($root_bundledmesh_fr_ahe_sa342, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...)
--   s: 0.1
--   strExeA: "C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\SceneParse.exe"
--   strExeB: "C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\bin\release\bf2Materials.exe"
--   dbg: false
--   anmObjs: #()
--   occs: #()
--   fnamePath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\"
--   filesToDel: undefined
--   objectTypeName: "bundledmesh"
--   pauseOutput: false
--   fnameWithoutExt: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\fr_ahe_sa342"
--   prefix: undefined
--   meshType: ".bundledmesh"
--   buildMode: "release\"
--   tempObjs: #($root_bundledmesh_fr_ahe_sa342, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...)
--   called in doPressExport(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\rollout_export.ms; position: 9146; line: 298
--  Frame:
--   newDestPath: "test/"
--   fixRootNode: undefined
--   rtNodes: undefined
--   objectName: "fr_ahe_sa342"
--   fname: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat"
--   objs: #($root_bundledmesh_fr_ahe_sa342, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...)
--   strExeA: undefined
--   rootObj: $root_bundledmesh_fr_ahe_sa342
--   rootName: undefined
--   noSubDir: true
--   anmObjs: #()
--   oldObjLMs: #(#($geom0_NoLightmap, "geom0_NoLightmap"))
--   geomNodes: #($geom0_NoLightmap)
--   objFirst13Name: "root_bundledm"
--   oldTransform: (matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])
--   prefix: undefined
--   bafName: undefined
--   called in btnExport.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\rollout_export.ms; position: 11300; line: 382
--  Frame:
--   trn_LightmapSz: undefined
--   rtNodes: undefined
--   trn_selectedRootNodes: undefined
>> MAXScript Rollout Handler Exception:
-- Runtime error: FileStream cannot create: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\~convert.bat <<

error before adding modpath myself to zconfig.ini
Code:
#("/rawData/", "/mods/bf2/", "/mods/pr_repo/")
noSubDir: true
edtPath.text: /test/
newDestPath; /test/
Save: objects/test/fr_ahe_sa342.dat
save()
 scalesAreUniform: true
 anmRange: #(0f, 100f)
 anmObjs: #()
 fname: objects/test/fr_ahe_sa342.dat
 objs: #($Point_Helper:root_bundledmesh_fr_ahe_sa342 @ [0.000000,0.000000,0.000000], $Dummy:geom0_NoLightmap @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:fr_ahe_sa342__PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:fr_ahe_sa342__PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:lod1 @ [0.000000,0.000000,0.000000], ...)
 jointNodeTypes: #(BoneGeometry, Pyramid)
Error! Could not create file!
	objects/test/fr_ahe_sa342.dat

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Last edited by [R-DEV]Mineral; 2017-08-09 at 14:55..
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Old 2017-08-09, 14:55   #18
ALADE3N
Project Reality Beta Tester

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Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

ohhh...so this supports max 2010? interesting

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Old 2017-08-09, 14:56   #19
[R-CON]​Harmonikater
PR:BF2 Contributor
Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

Try adding that but with / instead of \
So:
outModPath=C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/
Then it should work.

Not sure though why it isn't accepting the setup window though. Maybe access issues? Is the file read-only for some reason? Or maybe try running 3dsmax as admin?

-

following your edit, it does seem like access issues to me. I think some newer max versions like to put restrictions on the entire 3dsmax folder, so try as admin (or making sure that your account always has write-access to the 3dsmax folder)
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Old 2017-08-09, 15:27   #20
[R-DEV]Mineral
PR:BF2 Lead Designer
Supporting Member
PR Server License Administrator

Mineral's Avatar
Default Re: Experimental updated 3dsMax Tools. Newer Max versions support and more.

running 3dsmax as admin or setting the entire autodesk folder to have full permission doesn't help it seems.

Currently getting the error:
--Unknown property: "count" in undefined

Code:
noSubDir: true
edtPath.text: /test/
newDestPath; /test/
Save: C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat
save()
 scalesAreUniform: true
 anmRange: #(0f, 100f)
 anmObjs: #()
 fname: C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat
 objs: #($Point_Helper:root_bundledmesh_fr_ahe_sa342 @ [0.000000,0.000000,0.000000], $Dummy:geom0_NoLightmap @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:lod1 @ [0.000000,0.000000,0.000000], ...)
 jointNodeTypes: #(BoneGeometry, Pyramid)
 BF2SortSkeParts: #($Point_Helper:root_bundledmesh_fr_ahe_sa342 @ [0.000000,0.000000,0.000000], $Dummy:geom0_NoLightmap @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Poly:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Editable_Poly:CopilotJoy__RotationalBundle @ [-4.089000,47.910999,-13.321000], $Editable_Poly:DamperBL__Spring @ [-11.000000,14.500999,-18.419001], $Editable_Poly:DamperBR__Spring @ [11.000000,14.500999,-18.419001], $Editable_Poly:DamperFL__Spring @ [-11.000000,47.000999,-18.419001], $Editable_Poly:DamperFR__Spring @ [11.000000,47.000999,-18.419001], $Editable_Poly:pilotJoy__RotationalBundle @ [4.033000,47.910999,-13.321000], $Dummy:lod1 @ [0.000000,0.000000,0.000000], ...)
 validMeshIDs: #(4, 5, 6, 7, 8, 9, 10, 13, 14, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, ...)
"skipping fclose"
-- Error occurred in replaceChar(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\general\strings.ms; position: 830; line: 47
--  Frame:
--   rc: "\"
--   nc: "/"
--   txt: undefined
--   called in getTextureFromFname(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 2462; line: 114
--  Frame:
--   fname: undefined
--   foundID: undefined
--   tmpName: undefined
--   called in getTextureFrom_Bitmaptexture(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 2899; line: 137
--  Frame:
--   bt: Bitmaptexture:Bitmap
--   called in doBundledMeshGeneric(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 6795; line: 297
--  Frame:
--   bumpTex: undefined
--   type: "bundledmesh"
--   matSrc: #(undefined, Bitmaptexture:Bitmap, undefined, undefined, undefined, undefined, Bitmaptexture:Bitmap, undefined, Bitmaptexture:Bitmap, undefined, undefined, undefined, undefined, undefined, undefined, Bitmaptexture:Bitmap, undefined, undefined, undefined, undefined, undefined, ...)
--   matName: undefined
--   testType: "bundledmesh"
--   colorTex: "objects/vehicles/common/textures/ger_vehicleglass_c.dds"
--   mat: alpha||Alpha:bf2_BundledMesh
--   shadTex: undefined
--   textures: undefined
--   findPos: undefined
--   mapIDs: #(16, 9, 6)
--   thisMat: (matContainer materialID:undefined materialName:"alpha||Alpha" fxFilename:undefined technique:undefined textures:#())
--   bundledTypeMaterial: undefined
--   called in doBundledMesh(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 8402; line: 356
--  Frame:
--   type: "bundledmesh"
--   t: #(16, 9, 6)
--   mat: alpha||Alpha:bf2_BundledMesh
--   thisMat: undefined
--   called in getSingle(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 9617; line: 415
--  Frame:
--   bf2_StaticMesh: undefined
--   type: "bundledmesh"
--   mat: alpha||Alpha:bf2_BundledMesh
--   fxMat: undefined
--   classMat: bf2_BundledMesh
--   called in i loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 10492; line: 454
--  Frame:
--   i: 2
--   singleMat: undefined
--   called in getMulti(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\materials.ms; position: 10612; line: 460
--  Frame:
--   matIDList: #(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, ...)
--   type: "bundledmesh"
--   mat: #Multi/Sub-Object:BF2Material(bf2_BundledMesh:ColorMapGloss, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:alpha||Alpha, bf2_BundledMesh:ColorMapGloss)
--   theClass: Multimaterial
--   matInfo: #((matContainer materialID:1 materialName:"ColorMapGloss" fxFilename:"BundledMesh.fx" technique:"Full" textures:#("objects/vehicles/air/fr_ahe_sa342/textures/fr_ahe_sa342_c.dds", "objects/vehicles/air/fr_ahe_sa342/textures/fr_ahe_sa342_b.dds", "Common\Textures\SpecularLUT_pow36.dds")))
--   matsList: #(ColorMapGloss:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, alpha||Alpha:bf2_BundledMesh, ...)
--   called in i loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\rSceneDump.ms; position: 8195; line: 393
--  Frame:
--   i: 2
--   meshObj: $CopilotJoy__RotationalBundle
--   bnObjs: undefined
--   crdSpace: undefined
--   p: undefined
--   minUvSetCnt: undefined
--   isNonVis: undefined
--   dontWarnSkinWeights: undefined
--   matInfo: undefined
--   a: undefined
--   meshObj_OriginalTransform: undefined
--   called in save(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\rSceneDump.ms; position: 11048; line: 498
--  Frame:
--   jointNodeTypes: #(BoneGeometry, Pyramid)
--   oldRootName: "root_bundledmesh_fr_ahe_sa342"
--   fname: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat"
--   rootObjNode: $root_bundledmesh
--   objsNew: #($root_bundledmesh, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...)
--   objs: #($root_bundledmesh, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...)
--   s: 0.1
--   objsPrefix: #()
--   matFname: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\fr_ahe_sa342.material"
--   dbg: false
--   scalesAreUniform: true
--   fnameType: ".dat"
--   anmObjs: #()
--   isSkeleton: false
--   fnamePath: undefined
--   objectTypeName: "bundledmesh"
--   isAnimation: false
--   validMeshIDs: #(4, 5, 6, 7, 8, 9, 10, 13, 14, 15, 16, 17, 18, 19, 21, 22, 23, 24, 25, 26, ...)
--   isStaticObject: false
--   is3p: false
--   f: <BinStream:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\fr_ahe_sa342.dat>
--   meshCount: 0
--   fMat: <File:C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\fr_ahe_sa342.material>
--   isAnimOrSke: false
--   b: undefined
--   prefix: undefined
--   validType: true
--   rootNodeTransform: (matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])
--   objUsesMesh: #(undefined, undefined, undefined, 4, 5, 6, 7, 8, 9, 10, undefined, undefined, 13, 14, 15, 16, 17, 18, 19, undefined, ...)
--   errMesg: undefined
--   rHand: undefined
--   numWeapParts: 0
--   anmRange: #(0f, 0f)
--   animatedNodeNames: undefined
--   root_bone: undefined
--   is1p: false
--   called in Bf2Export(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\bf2\_MainExporter.ms; position: 6916; line: 312
--  Frame:
--   fname: "C:/Program Files (x86)/Project Reality/Project Reality BF2/mods/pr_repo/objects/test/fr_ahe_sa342.dat"
--   destDat: undefined
--   rootObjNode: undefined
--   objs: #($root_bundledmesh, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...)
--   s: 0.1
--   strExeA: undefined
--   strExeB: undefined
--   dbg: false
--   anmObjs: #()
--   occs: #()
--   fnamePath: "C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_repo\objects\test\"
--   filesToDel: undefined
--   objectTypeName: undefined
--   pauseOutput: false
--   fnameWithoutExt: undefined
--   prefix: undefined
--   meshType: undefined
--   buildMode: undefined
--   tempObjs: #($root_bundledmesh, $geom0_NoLightmap, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $geom1, $lod0, $_PlayerControlObject, $CopilotJoy__RotationalBundle, $DamperBL__Spring, $DamperBR__Spring, $DamperFL__Spring, $DamperFR__Spring, $pilotJoy__RotationalBundle, $lod1, ...)
--   convertStr: undefined
--   anmRange: #(0f, 100f)
--   convertStrB: undefined
>> MAXScript Rollout Handler Exception:
-- Unknown property: "count" in undefined <<

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