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General OpenIV Discussion and Announcements


GooD-NTS
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onclsam13, check you MAXScript Listener because you may have something like this:

 

ERROR: polygon <number> must be based on 3 or 4 verts

yes I saw this message.

 

"ERROR: polygon <number> must be based on 3 or 4 verts"

 

LINK OBN Crash OpenFormat

Edited by onclsam13
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btw about the out of tange error. i had that too with some amterial problems

 

select all object go to lsitener write selection.material = undefinded and add the collision mesh material to objects again.

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onclsam13, check you MAXScript Listener because you may have something like this:

 

ERROR: polygon <number> must be based on 3 or 4 verts

yes I saw this message.

 

"ERROR: polygon <number> must be based on 3 or 4 verts"

 

LINK OBN Crash OpenFormat

onclsam13, Okay, openFomrats show you error because in MAXScript Listener because you see this:

"ERROR: polygon <number> must be based on 3 or 4 verts"

You need make all polygons 3 or 4 verts. But you have some non 3/4 verts polygons and GIMS can't export it because game collisions can be made only from 3/4 verts polygons.

 

Why does GIMS exports OBD instead of OBN? I want to choose which one to export.

Your dummy scene hierarchy is wrong. Re-create it.

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Yeah! Finally collisions with materials work for me smile.gif Thanks everybody for the help smile.gif

 

user posted image user posted image user posted image

 

 

 

Why does GIMS exports OBD instead of OBN? I want to choose which one to export.

If I understand correctly, your collisoion object must have name: node. If you have different name than node, GIMS will export your coll to OBD file.

Edited by Luten
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onclsam13, check you MAXScript Listener because you may have something like this:

 

ERROR: polygon <number> must be based on 3 or 4 verts

yes I saw this message

 

"ERROR: polygon <number> must be based on 3 or 4 verts"

 

 

 

How to reduce the number of "verts" ?

 

facedesk.gif

 

 

Sorry for double post.

Edited by onclsam13
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onclsam13, check you MAXScript Listener because you may have something like this:

 

ERROR: polygon <number> must be based on 3 or 4 verts

yes I saw this message

 

"ERROR: polygon <number> must be based on 3 or 4 verts"

 

 

 

How to reduce the number of "verts" ?

 

facedesk.gif

 

 

Sorry for double post.

Convert your model to Editable Patch then to Editable Mesh that fixed it.

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For all OpenIV beta testers.

In OpenIV dropbox folder now available new GIMS version.

Please test it. Dropbox » OpenIV.Beta » OpenFormats » GIMV_V1.18.rar

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How to reduce the number of "verts" ?

The first way is to slice non-standart polys.

*Find these polys(by their ID in the error message)

*Select the "Cut" tool and slice the poly until it will contain maximum of 4 vertices.

 

The second(not so good) way is to convert ALL polys to triangles:

*Convert to editable mesh

*Select all vertices and click on "Break" button in the "editable mesh" rollout

*Convert back to editable poly

*Weld all vertices with smth about 0,001 precision

 

user posted image

Edited by GooD-NTS
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Convert your model to Editable Patch then to Editable Mesh that fixed it.

This way is good too but convert it to Editable Poly yet and use weld. Works very good without any errors. smile.gif

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Convert your model to Editable Patch then to Editable Mesh that fixed it.

But you'll get triangles instead of polygons, which're better for the game.

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Also, the file size increases(more resulting polygons) biggrin.gif

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>> MAXScript Rollout Handler Exception: -- Unknown property: "ext" in undefined <<

 

cannot export with GIMS 1.18

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>> MAXScript Rollout Handler Exception: -- Unknown property: "ext" in undefined <<

 

cannot export with GIMS 1.18

I'll check...

 

===

 

user posted image

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>> MAXScript Rollout Handler Exception: -- Unknown property: "ext" in undefined <<

 

cannot export with GIMS 1.18

I'll check...

 

===

 

user posted image

thanks

 

and great picture xD you msut have a good pc making all colls in one file. amazing look biggrin.gif

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fixed GIMS V1.185 is available for testers in dropbox...

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Thank you your answer right away I try

 

 

EDIT: Convert your model to Editable Patch then to Editable Mesh that fixed it.

 

It works thank you

Edited by onclsam13
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Convert your model to Editable Patch then to Editable Mesh that fixed it.

But you'll get triangles instead of polygons, which're better for the game.

Well I haven't got any crashes so it works for me lol

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That's not right by the CG means, but...hmm..."many people do so many things through the asshole"...so, your way can live biggrin.gif:D

 

I've created the map of LC in the game world(6000x6000 units)...it may be created using the script to make some things easier smile.gif

user posted image

Edited by 3Doomer
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How to reduce the number of "verts" ?

The first way is to slice non-standart polys.

*Find these polys(by their ID in the error message)

*Select the "Cut" tool and slice the poly until it will contain maximum of 4 vertices.

 

user posted image

 

 

how to find its poly in my scene ?

 

 

be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 1195 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 1622 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 2004 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 2612 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 3521 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 4801 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 5346 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 5672 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 5676 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 6064 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 6067 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 6156 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 6162 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 6171 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 7840 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 11500 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 11512 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 11970 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 12006 must be based on 3 or 4 verts.

Collision file "nmlc02" exported in 62.549 seconds

Edited by onclsam13
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How to reduce the number of "verts" ?

The first way is to slice non-standart polys.

*Find these polys(by their ID in the error message)

*Select the "Cut" tool and slice the poly until it will contain maximum of 4 vertices.

 

how to find its poly in my scene ?

 

 

be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 1195 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 1622 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 2004 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 2612 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 3521 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 4801 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 5346 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 5672 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 5676 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 6064 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 6067 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 6156 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 6162 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 6171 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 7840 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 11500 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 11512 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 11970 must be based on 3 or 4 verts.

ERROR::Object 4 "base02" polygon 12006 must be based on 3 or 4 verts.

Collision file "nmlc02" exported in 62.549 seconds

u can use subdivide modifier to. it make all polys based on 3 or4 verts biggrin.gif

 

 

_____________________________________________________________

 

marzj1 if u make the file compatible to 3ds max 2010 i can look at it and find out whats wrong

Edited by _Charger_
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u can use subdivide modifier to. it make all polys based on 3 or4 verts biggrin.gif

 

 

Thank you it works, I have another problem ,The object is not centered in OF in 3ds ingame yes and no neck

Edited by onclsam13
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I have another problem with OF wbn I open the camera and not on purpose, was a pivotal focus in 3ds.

What you mean? I don't see any bugs in your video.

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The object is Not centered was the opening in OF in 3ds yes is centered and ingame no Col sad.gif

 

PS: I welded to 0.001

I use 3ds Max 2010

 

 

 

Edited by onclsam13
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I've already found and fixed this bug...thanx (:

New release in 5 hours.

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