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    posted a message on Importing Causes Crashes
    Quote from JacktheArcher: Go

    @Fegroider: Go

    That's strange. I managed to fix mine by essentially restarting my computer (what i did was more complicated but they should have the same effect). Anyway I'd try restarting PC if you haven't already, if that doesn't work than you may want to try and get blizz's attention or re install the editor. I can't imagine why default assets would crash it.

    Does your computer have low RAM? I believe the CE part of the editor uses a fair bit compared to other aspects.

    Oh, boy, that's a problem I was hoping to avoid.

    Unfortunately, motherboard issues prevent me from restarting my computer to avoid this. I've been running for about two months straight and shutting down is a massive, unfair gamble that my computer will fail POST when I start it up again. Complicating this further is my limited (or, rather, non-existent) budget for new parts; I'll be lucky if I even get anything for Christmas.

    Regardless, the advice is appreciated. This issue's been nothing but a massive tide of frustration for me.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Importing Causes Crashes

    I'm having this issue even attempting to preview default game assets. Any usage of the model previewer, doesn't matter what it's looking at, immediately crashes the editor. I've also noticed models with very short Stand animations (doodads, etc.) tend to cause the crash faster, whereas models with lengthier Stand animations have a very short delay.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Pure Pain with Animation Controllers

    Actually went ahead and redid the animations from scratch, but the effort's appreciated. Now I just need to figure out if I can't get this turret to play by my rules. I'd set it to ignore inheritance from the chassis' rotation, but the exported product is doing just that.

    Quote from TaylorMouse: Go

    And, show us the model :p T.

    Apologies about the delay. Redoing the animations threw my focus from this thread and I sort of, well, forgot about it.

    Drankenettle Tourist Front

    Drankenettle Tourist Rear

    It's not the greatest and it relies on the Terran Goliath's texture for convenience's sake, but it's my first original work and I'm mostly happy with the results.

    Posted in: Artist Tavern
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    posted a message on Pure Pain with Animation Controllers

    After a serious bout of insomnia brought on by summer heat, bad neighbors, and Dr. Pepper, I finally got the gumption in me to make my own model. It's not the greatest by any stretch of imagination, but it's mine and done and that's what matters to me.

    ...well, almost done. I've tripped over just inches from the finish line with the model's animations. Early on, I'd gotten the idea in me to work with LookAt and Path constraints to streamline the process of making a hovertank look a little more lively. I scrapped those ideas almost as soon as I'd started working with them thanks to a lack of understanding and a (badly misplaced) pride in manual labor.

    I stand now with a fully modelled, texture-wrapped, and animated armored fighting vehicle ready for prime time as a unit, but those early ideas have finally come back to bite me. From what I'm stitching together in my head, it would seem those constraints modified the controllers for a few critically important bones (read: nearly everything animated on the vehicle) and now exporting is tossing their animations. Trying to switch the animation controllers in 3DS Max does the same; I'm left with a dull and lifeless tank ambivalent about flying or exploding.

    I'm at a loss here. I don't have much experience at all with the software and I haven't a clue if it's even possible to port over these animations to the correct controllers without even more headaches involved than recreating them from scratch.

    The question I have is obvious, of course; is it possible to rescue what I have and set it right with the exporter?

    Posted in: Artist Tavern
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    posted a message on M3 Exporter

    @Leruster: Go

    I'll get it to you in a PM shortly - lack of quality is kind of embarassing, even if I am only a week's worth of a beginner.

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    @Leruster: Go

    Thanks very much! That did the trick. Now I just need to figure out how I'm going to salvage a helmet I goofed on...

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    I did some searching and read back a ways through the thread, but I can't seem to find anything on my issue, so I'll go ahead and post it here.

    Let me begin with the fact that I'm a very new modeller. Everything I've done so far is cut-and-paste splicing work to get a feel for 3DS Max, so that if I ever try to do something more impressive, I don't end up either crashing the program or reliving my time in Garry's Mod. And while this is probably a stupid mistake on my part, I've run into an issue I doubt I'll be able to fix on my own in any reasonable span of time.

    The situation is kind of strange. I have my model, I'm all ready to export it, and I can do that just fine. When I load it up in StarCraft 2, the mesh fails to display. Further, bringing it up in the cutscene editor crashes the entire program. What I've been able to figure out digging through older versions of the model is that it's the mesh or something related that's primarily the problem; I can tell the animations and skeleton export fine as I can see the attachment points moving in sync with them.

    The only error report I've been able to work off of has been through backwards logic; I exported the model, then tried to import it. The export goes mostly fine, but the import fails. "Unknown property: 'ablock' in undefined" is what 3DS Max tells me.
    Additionally, during the export, there's a huge spam of this in the listener:

    TEMP COLOUR: undefined
    AKEY: [255,255,255,0]
    


    Every so often, it switches between "0" and "64" in that last number, but I'm unsure if that's relevant.

    If need be, I can attach my scene. It's not much original work and it's probably roughly on par with an infant's finger painting, but everyone's got to start somewhere, right?

    Edit: Forgot to mention, I'm working off of 3DS Max 2010, 64 bit.

    Posted in: Third Party Tools
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