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Hi I'm getting some issues with KAM's 3ds max script.

 

I just started exporting .DFFs using it and would like some assistance on this distorted mesh I'm getting.

 

user posted image

It is a portion of a partly finished vehicle (that I made myself). Can't figure out what's the problem; I separated smoothing groups into different elements as was suggested in a post on this forum. I tried the modeling helper too)

 

In case you want to help here is the model in .MAX file format(made in 3ds max 2010). Try exporting using KAM's filter and let me know your results.

 

model

 

Btw I also exported using the Zmodeler2 filter and there everything appears ok. whatsthat.gif

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Still getting the same results after reinstalling and I'm not surprised since the sizes of the files in the script never changed. confused.gif

 

Please could anyone try exporting and tell me what result you get so as to confirm whether it is a bug.

Are you sure the Verticles are Welded?

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Yes they are welded ok. If it doesn't look to be the case in the file I uploaded it is only because Kam's emesh smooth tool will duplicate the mesh if you leave "delete original" unchecked. Did you try exporting it?

 

Ok I have isolated the problem part & saved it in a separate file; try exporting this one.

Download

 

This is what the original looks like. (prior to export).

user posted image

 

EDIT:

Success! smile.gif

 

user posted image

 

I exported the file to the .STL format (others should work too), then reimported and exported to .dff. KAM's script is bugged no question about it. What a pity it can't be fixed because he didn't want to make his source public. turn.gif Or can it?

Edited by seggaeman
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Well I got the same crap with your mesh but I found a way to get rid of it, before exporting right click on your mesh and converts to editable patch and then export, it might works but I don't know If smoothing groups and all the rest will works ingame so give a shot and tell us the result.

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Yes .3ds works as well but this is a pretty archaic format. Object names need to be 8 characters in length maximum and there is also an 64K cap on number of vertices. I also noticed that polygons were unwelded in some placed when re-importing.

Need to export to a format that preserves both model integrity and texture mapping coordinates. OBJ does the job & and it's also a format recognized by several other modelling programs. Dummies aren't retained but that's no problem they can be added quickly afterwards.

So as final note export to .OBJ. In the export options tick materials and use triangles for faces (to ensure that KAM's script does not screw up the mesh. .DFF also uses triangles). Then re-import, setup hierarchy and material options & export to .DFF.

 

Btw there is apparently no smoothing in the .DFF you get after converting to editable patch then exporting. This is because all polygons are separate; they are in the same positions but vertices are unwelded. funnily I get the same issue if I convert to editable patch, convert to editable poly then export. No change even if I save under a different name (.max format), restart 3ds max, open and export again. Looks like I absolutely have to export to a different format & re-import prior to making the .DFF.

 

Any suggestions, is it because .max files retain some history of the scene perhaps?

Edited by seggaeman
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Any suggestions, is it because .max files retain some history of the scene perhaps?

Certainly, If you add a corrupt object to your scene and save, the whole file will be corrupted even If you delete that object afterwards, maybe this is why you got deformations on your mesh... there's tons of possibilities so I think the best way you can get it done is to complete your model first and do that export/import in .obj and get it ingame.

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Thanks, I hadn't thought about file corruption. Yes I hope to finish that model within the next month; I hope then that I won't get issues elsewhere. Some posts on this forum suggest reflections are bugged.

 

Say Mark01 you exported scratch made models to GTA before?

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