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Some nif export on max 5.1 madness...

Started by Volsung, April 01, 2007, 03:37:42 AM

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Volsung

QuoteI wasted most of my week end , trying to export my animated brainiac from max 5.1...
I faced several errors issue...
And that fu**in character don't play the animations...I can't figure why it worked with the timm_male_basic...
It doesn't anymore...
In charactertool2 the model is ok, but in the game character viewer it doesn't rotate like any characters...and in game it doesn't move...
I'm getting crazy...I fu** my night and now my morning digging that mystery...
in the exemple of ffvttr arts docs I don't got the scripts they show (single kf export with nif, as an exemple)

tommyboy

You need to be a bit more specific.
Like are you using the same animations with Brainiac?
Are you using the exact same export settings as the one that worked?
Have you tried re-exporting the mb_timm to check the above?
Have you tried using other keyframes on the brainiac mesh?
Is it based on the same biped as mb_timm? If so try the mb_timm keyframes in-game.
My guess, based on the little you've said is that you have changed a setting in the export dialogue panel.

Volsung

QuoteLike are you using the same animations with Brainiac?
bip and notes from mentor

QuoteAre you using the exact same export settings as the one that worked?
I don't know...I don't remember...
Moreover in FFVTTR docs, they use basic scripts that I don't got?
What's your own settings when you use max 5.1?

QuoteHave you tried re-exporting the mb_timm to check the above?
It doesn't work anymore...

QuoteHave you tried using other keyframes on the brainiac mesh?
The result depends...The better that I get is a stretched model...

QuoteMy guess, based on the little you've said is that you have changed a setting in the export dialogue panel.
I've tried everything... what are your own settings?

Volsung

By the way, exporting nif with max 5.1 is the only way to get rid of the ghosting issue?

tommyboy

I hardly ever use the ffv3r exporters, or Max5.1.
I prefer to use the FF exporters and let people have the choice of which game to use the mesh in.
But when I DO use the FFV3R exporters, I use the settings as described by Irrational in the Art Documents. No more, no less.
If you don't have the scripts they describe then I suggest you go to their site and get them, and install them. (And I wonder why you haven't done that already). Get the Mod tools as well as the exporters, and links to scripts can be found in the art processes documentation which is in the Modtools package. 
Have you set up NoteTrack correctly as described in the art documents?
Really, it's all in there, if you have correctly installed the exporters and scripts. If the explanations in the art documents can't help you, I'm not sure anything I can add will. It even has a picture of the exporter dialogue with the correct settings.
Do you have character studio installed?
And are you using the FFV3R exporter for use with CS or the one for use without CS?

Lastly, exporting with the FFV3R exporters is the one SURE way to avoid ghosting meshes, but not the ONLY way. I have already described how to fix meshes in NifSkope (tutorial on my website) with some limited success, and there may be other ways.   

Volsung

QuoteIf you don't have the scripts they describe then I suggest you go to their site and get them, and install them. (And I wonder why you haven't done that already).
I've done it countless times...
The plugins are available in the script editor but I don't got basic .scripts such as 'scenegraph optimizations only, and 'single KF export with NIF'
Could you upload me those .script ?

QuoteHave you set up NoteTrack correctly as described in the art documents?
yup

QuoteDo you have character studio installed?
yup adn i use the exporter 'with cs'

tommyboy

Quote from: Volsung on April 01, 2007, 05:59:34 AM
QuoteIf you don't have the scripts they describe then I suggest you go to their site and get them, and install them. (And I wonder why you haven't done that already).
I've done it countless times...
The plugins are available in the script editor but I don't got basic .scripts such as 'scenegraph optimizations only, and 'single KF export with NIF'
Could you upload me those .script ?

They should have been installed with the exporter.
Check that you have:
SceneGraphOptimization.dll
It should be in
ToolPlugins\Lib\VC71
If you don't have the things you describe then you don't have the exporters correctly installed somehow, I guess. I seem to remember struggling a little before I got them installed correctly. If you have manually copied in files, that may be the problem as I think the install should automatically put the right files in the right place.
Maybe someone else can think of something I'm missing here, if any other meshers read this.



Volsung

I've got SceneGraphOptimization.dll
every time that I load max 5.1 I got 'unable to load scripts from the following directories.

what do you got for 'network path for scripts'?


When I try edit process script or edit export script I got all the plugins avalailable but no any default script

tommyboy

Because I had problems getting it to work myself, I've ended up with several copies in various parts of my Max5 dir.
There is a dir called F:\3dsmax5\FFVT3RPlugin that seem to contain "shaders" and "toolplugins".
There is:F:\3dsmax5\plugins\FFVT3RPlugin which has the same two dirs.
Also:
F:\3dsmax5\scripts\gamebryo
F:\3dsmax5\scripts\startup
both these in "scripts" contain gamebryo scripts.

There should also be various Ni-something.dll files in the root of your 3dsmax5 dir.

But again, it should install what you need in the right place when you run the install programme and tell it wher Max5.1 is installed.
Have you tried reinstalling the exporter package?
I'm kind of out of ideas. It seems pretty clear to me that you don't have the exporter correctly installed in your system, because when you do, it works as described. Unfortunately I can't remember if I manually copied files in or let it auto install, because it was a while ago. But I could be wrong.
Sorry, that's all I've got, and I have plenty of problems of my own to figure out, so I'll have to hope someone else can see what I'm missing here.

Volsung

For now on...I give up...I've got to save what's left of my week end...
I release my brainiac for ff and ffvttr (with the eventual ghosting issue)

Thanks Tommyboy for your patience  :)
That's not the first time I annoy you with my technical ineptitude.
I'll try another day (when I'll get grenadier's authorisation for using his animations or if I decide to mix a custom keyframe)

Previsionary

Just to add some info, though it may not help,

when i tried to install the 5.1 exporters, I also had problems. Over time I realized that the installer installed 2 folders of the program in my ffvttr folder for some reason. I don't remember what those files were exactly, but I believe one was a folder called, "scripts". Anyway, in said folders were the files Tommy described. Before I found those files, I couldn't export at all without the program crashing.

Volsung

I don' got any scripts folder in ffvttr  :unsure:
No gamebryo either

Volsung

Something weird...
When i exported the timm_male_basic it was from the 'unchanged' max 3.1 file.
No dummy with note track...

Volsung

I found the trick that I used for Timm_Male_Basic.
I exported only the nif with precise parameters and I used the kf converted with nifconvert.
It doesn't work with brainiac.I tried different parameters, but everything fails.

hrdscout

Hey all. Thought I would piggy back on this thread since I am missing the Gamebryo folder it appears. I can't get the Character Tool export script to work in Max 5.1 cause it's missing ( error below ) and also when I load a Freedom Force Custom max file I get the same error reporting...

>> MAXScript Callback script Exception: -- Runtime error: fileIn: can't open file - Gamebryo\NiShaderPostOpenCallback.ms <<

Seems this Gamebryo missing folder is the culprit? Anyways, I downloaded the FFv3R Mod tools from Irrational's Website. Is it possible to download this from another place? I've installed FFv3R Max plugins 3 times now and no success. I am missing the folder...

F:\3dsmax5\scripts\gamebryo

I wonder if the latest Installation file on Irrational's Website is missing this for some reason?

I don't remember having this much trouble on modding original Freedom Force and using the tools. I may just use those instead and take the long way around and convert to FFv3R form if they are more successful.



Previsionary

Quote from: hrdscout on April 02, 2007, 10:10:44 PM
Hey all. Thought I would piggy back on this thread since I am missing the Gamebryo folder it appears. I can't get the Character Tool export script to work in Max 5.1 cause it's missing ( error below ) and also when I load a Freedom Force Custom max file I get the same error reporting...

>> MAXScript Callback script Exception: -- Runtime error: fileIn: can't open file - Gamebryo\NiShaderPostOpenCallback.ms <<

Seems this Gamebryo missing folder is the culprit? Anyways, I downloaded the FFv3R Mod tools from Irrational's Website. Is it possible to download this from another place? I've installed FFv3R Max plugins 3 times now and no success. I am missing the folder...

F:\3dsmax5\scripts\gamebryo

I wonder if the latest Installation file on Irrational's Website is missing this for some reason?

I don't remember having this much trouble on modding original Freedom Force and using the tools. I may just use those instead and take the long way around and convert to FFv3R form if they are more successful.




That's the problem I was having. The installer may have installed some of the files needed in a different location, so you may want to do a search. That's what  I eventually did. Also, I don't think the files are up anywhere else and the link on the site is the last one ever posted...so...:S

tommyboy

I may be wrong but I seem to remember googling and finding the exporters on fileplanet or somesuch, if you think the installer is kaput.
Personally if the auto-install doesnt work I use Winrar or similar to open the installer and manually extract to the paths shown within.

Volsung

hrdscout keep teling us about your improvements!

hrdscout

Thanks for the replies, I will keep investigating this further tonight. If anyone else solves this issue, let me know the steps please!  :)

I do seem to have everything else and can export a NIF, KF, etc from Max. Also I need to read more on the FFv3R mod tools as I am having "user issues" it appears. I will start a new thread on this once I'm past my current problem unless someone has a FAQ on here with more info than the Irrational Website and Art doc help files.

So far I have created a partly skinned mesh from the No Cape Man mesh max file with some minor geometry adjustments and exported a NIF and KF test files. Once I get past my current problems, I will model him from scratch. :D

ow_tiobe_sb

Quote from: hrdscout on April 02, 2007, 10:10:44 PM
I can't get the Character Tool export script to work in Max 5.1 cause it's missing ( error below ) and also when I load a Freedom Force Custom max file I get the same error reporting...

>> MAXScript Callback script Exception: -- Runtime error: fileIn: can't open file - Gamebryo\NiShaderPostOpenCallback.ms <<

Seems this Gamebryo missing folder is the culprit? Anyways, I downloaded the FFv3R Mod tools from Irrational's Website. Is it possible to download this from another place? I've installed FFv3R Max plugins 3 times now and no success. I am missing the folder...

F:\3dsmax5\scripts\gamebryo

I wonder if the latest Installation file on Irrational's Website is missing this for some reason?

*sigh* This has always been my problem.  The scripts\gamebryo folder does not appear to be in the self-extracting/self-installing executable.  It's not hidden on my machine, and I doubt that IG ever included it in the download.  Further support for these tools seems unlikely at this time or any time in the near future, regardless of what happens with the T2 shakeup.  If someone else actually got them working (from the download on ModForce, not from the limited-release beta), I'd like to know how.  :angry:

And, aye, I know I've stormed and blustered about this topic before.  Sorry for the rant in your thread, Volsung.

ow_tiobe_sb
Phantom Bunburyist and You Know the Rest

Renegade

I was looking at this thread wondering why there was a problem when suddenly I remembered that you don't have the working exporters! Before Irrational dropped all FF support they privately sent out second beta exporters (mostly working, particle systems still don't function correctly) but never posted final ones, just the first betas.

Since it's been a couple of years I guess it wouldn't hurt to make those exporters available to folks who want them. I will post them to the ToyBox on Friday.

ow_tiobe_sb

'Tis noble of you, Ren, but I wouldn't want you to do such a thing if it violates any agreement not to redistribute the beta exporters.  We'll get by. :)

ow_tiobe_sb
Phantom Bunburyist and You Know the Rest

Volsung

So i'm not a bloody incapable!!!!I sacrifice my week end in vain  :banghead:
Thanks Renegade !

Renegade

I'll take my chances. Seriously, I don't believe it's a matter of concern anymore. These exporters are the only working exporters that exist. They'd be out already if they hadn't gotten lost in the whole stoppage of support business.

Oh look, it's Friday already! :D Clicky here:

http://www.renegadevictory.com/stuff/FFvTTR.rar

hrdscout

Very nice! Thanks Renegade! I doubt it's an issue anyways since Irrational doesn't even have an updated Freedom Force website in quite some time, otherwise we wouldn't be having this problem to begin with. All I need is that Gamebryo folder anyways.




Volsung

Thanks a lot Renegade!

(My brainiac still fails^^I can't figure the problem.
He works fine in character tool, in the character editor in game he plays the animation but he doesn't constantly turn around like usual characters,and in games he doesn't move at all.)

Volsung

I tried with other models...That ends in a failure.

About the Root_NoteTrack
"Use the time select mode in track view to highlight the old note track in the scene root. "
"Copy/paste this to the new note track on the dummy object. "
How can you copy and paste notes?^^

yell0w_lantern

You have to go to the Dope sheet and highlight the note track then click on the 'cut' icon.

hrdscout

Well shoot.... Can't get the RAR file you posted to extract without an error Renegade. Can you check to see if it compressed correctly?

Renegade

Quote from: hrdscout on April 03, 2007, 07:05:55 PM
Well shoot.... Can't get the RAR file you posted to extract without an error Renegade. Can you check to see if it compressed correctly?

Yes, but not until Friday. For real this time. ^_^