Added: 8 months ago
From: Michichael
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  • When i load Machinima studio i get this error for wow 13:13:41.834 [ERROR] FileTreeView: Error registering plugin 'World of Warcraft'. Reason: Object reference not set to an instance of an object..

    Object reference not set to an instance of an object. at zz.a(IMachinimaStudioPlugin A_0) after i get that it doesnt load.

    but when it did load i got a error when trying to merge the files it was about the nodes. were is teh support button, i have a support id but no support button?

  • I've bumped into quite a few errors so far...

    Firstly, when trying to merge just one adt file, an "ungroup()" error comes up; I've tried the solution in these comments but to no avail :(

    When trying to merge more than one, Max claims it's run out of memory despite huge tracks of memory available on C:/ - though I doubt this is the script's fault!

    Most importantly though, while merging two maps without importing doodads, an "unknown system exception" comes up, quoting line 342. Please help!

  • @MoY1337 What tiles are you importing, and what version of max are you running?

    The Ungroup errors are usually a result of "reset scene" being ticked on the import dialogue box (The script can only use the default API's in max).

    The process is incredibly resource intensive, especially if you try using the HQ terrain exports, because it comes out with a massive number of vertices that need to be split and re-welded, we're talking hundreds of thousands of calculations in temporary memory.

  • @Michichael I was trying to get azeroth_31_48, but after the ungroup errors have been trying that with 30_48 too. Unfortunately it doesn't seem like the temporary memory can deal with more than one.

    I've checked the import box but the default was to be unticked, so no luck there.

    Thanks for the explanation all the same! If there's no other option in sight then may I ask how you can import doodads and wmos from an adt manually? Importing manually only seems to bring in a low-resolution map

  • Hi, I found a solution to problems with DOODAS problem is placement information! namely ScaleFactor

    xxxx_ModelPlacementInformation­.csv unimproved value (only an example!) 1,452365445 <- WRONG! we must fix the 1.452365445 <- YES, only one of the dots! do not use openoffice to edit! file = ruin) is a good simple Notepad on Windows odevrit file found  , replace the . easy =)

    sorry my english is bad =)

  • @PCmaniak18 Yup,

    This is a known issue for european clients. The numerical values are in US form - so decimals are specified with periods. A find/replace in notepad of all commas with periods will resolve import issues with invalid type errors.

  • 3DS max did not import any material at all, when i open my material editor it's just the standard materials. Now i have my "zone" imported but without the materials its kinda useless, any idea what went wrong? i'm using 3ds max 2012.

  • @jergen07 I have not tested or written this script in Max 2012 (I don't have a copy of it.) It has been tested in 2011 and 2010.

  • @Michichael Allright i will see if i can get my hands on a 3DS max 2011 copy as i am only using 3DS for wow machinima anyway.

  • On kalimdor_28_19 and kalimdor_27_19 u get the "-- Unable to convert: undefined to type: Float" exception.

  • @wazrop Hmm. Not getting that on my end. Those errors are a result of an unexpected character (non number or decimal) in the .csv file for the doodad or wmo. Check in them to see if there's any weird characters, and if so, let me know.

  • @Michichael Here's a code of kalimdor_28_29 model placement information:

    ModelFile;PositionX;PositionY;­PositionZ;RotationX;RotationY;­RotationZ;ScaleFactor

    alteracshrub02.obj;15213.95;-5­19.765;10469.77;0;270.7202;0;0­,90625;291643

    But I don't really think anything is wrong with this code. I figured out that when there's no models on the map everything works normally (even with the WMOs). But as soon a model is on it it will bug out.

  • @Michichael I'm running into the same error. So i'm assuming (my programming knowledge is quite basic) that the CSV file contains coordinates etc of the WMO/doodads and there is an unexpected character somewhere so i should read trough all those lines? see if i can find an unexpected character and delete the entire line? Will let you know what the unexpected character was so you can maybe work around this with exeption handling.

  • @jergen07 Which map tiles are you seeing this issue on? With doodads or without? With WMO's or without? If you can give me that info, as well as the debug data, I can help ya - just e-mail me the debug data and I'll see what I can do for you. It should be in the MaxScript listener - hit F11 before running the script to bring it up.

  • @Michichael Sure thing, expect a mail sometime soon :)

  • I just tried a ADT Import for 33-46 in Azeroth and im getting this error...

    --Runtime error: ungroup() requires a node or node collection, got: OK

    Any idea?

  • @Blixxuss Usually this error is because on the import screen (If you just go to MaxIcon > Import > Pick your .obj, the screen that comes up letting you choose your settings) has a setting checked: Reset scene

    Make sure that is not checked, then click OK (it'll import whatever you were bringing in). Now try running the script. Unfortunately, there's no way to clear that programatically that I'm aware of, so if you've ever used it and it's on you need to clear it.

  • Hi, first of all thank you for these tools, they are absolutely fantastic! I went thru the comments below if anyone else had this same problem that I'm experiencing. It seems I'm not alone.

    -- Unable to convert: undefined to type: Float

    Highlights the row 289 - "scale myObj [scaleFac,scaleFac,scaleFac"

    This happens when trying to import Doodads, unchecking it and script works just fine. I'm trying to import the Firelands raid .adt's. A fix would be greatly appreciated. Cheers! =)

  • @nikuyasd Heya nik, I haven't tested it with the firelands, but I will go ahead and check it out! That error usually indicates invalid data is being exported, so it can't import it. I'll check it out - thanks for the feedback!

  • When you import the trees and such around the trees they are green where the leaves stop. However when you render the shot the green goes away and it just is the leaves. How did you do that? Is it in the script or in the render setup? I was wondering how you did it if you could tell me that would be great.

  • @Blixxuss When you set the alpha channels of an object via script, it doesn't apply it to the viewport, hence in the viewports preview, objects have those planar colorations, whereas in render all alpha channels are enabled and they don't. It's less stressful on your PC that way. :)

  • @Michichael I have rigged a Illidan model and his wings are tattered however where the tattering stops its white...just like the green around the trees. Would i beable to filter this white out like the trees or is it in the script?

  • @Blixxuss Yup, that's the opacity mapping. I script it, but yo can do it manually by setting a greyscale opactiy map. Go check out Ikwya's tutorials, he shows ya how to do it. :)

  • @Michichael Well i just watched his video and in the 3ds max itsself the color went away around the wings...but when i render its still there its like opposite of the tutorial where the black is still around the edges beforeyou render but when you do it goes away. Am i just missing something when i render? To clarify in the render the black is still there, out of the render its transparent now. Thanks :)

  • For some reason it won't populate the list when I give it my root directory. I can see all of the files which were exported successfully, so that doesn't appear to be the problem. «Around 12:06 in the video is what I mean by the "list being populated".»

    Any ideas? Thanks.

  • @BlakeE450 Where are you exporting the files to, and where are you pointing the script? E.g. if you save them to C:\Models, it'll create C:\Models\Azeroth_xx_xx, and to select, you pick "C:\Models" as your "root" folder.

  • @Michichael

    My data has been extracted to D:\ModelExport, and this is the folder which I point the the plugin as to the "root'". Should there be any underling folders under this "root"? Because Machininma Studio didn't make any. «aka all files are contained by one folder.»

    Any more ideas? Thanks.

  • @BlakeE450 Yes it should actually have a folder for each file you've created. Set your working folder to D:\ModelExport, then when you export, it should automatically create a folder for that tile, even if you cancel. If you export, that subfolder will be filled with the tile's objects and data.

  • @Michichael

    Worked. Thank you for your help! :)

  • @manuel1274 Hmm. What object are you trying to import? Sounds like it found a scale number that it doesn't like from Machinima Studios!

  • @Michichael I use the same map you use in the video pvpzone3 just like you, when im import the map, and the script stop, only import a little bit of ground and 1 floating tree, i have machinima studio 1.0.7.280 activated. Im istalling max2011 now, im thinking is a problem with a previous verssion of max, i told you in a few hours.

  • @manuel1274 Actually, that usually happens if you've opened the CSV file instead of using the original. Have you looked at or editted the file in any way? Try re-exporting the data. OpenOffice likes to add quotes around certain data...

  • @Michichael nop, i don't see or open, or edit any file... im trying to import in this momment but im skipping doodas, and at the moment is importing without errors

  • @manuel1274 i try to import without doodads and works fine... i can import if no problems, so i think the error in script is in the doodads import

  • @manuel1274 Hm, well you're welcome to send me the debug data - hit alt-f11 in max before running the script and copy-pasta me everything to my gmail. :)

  • Hello!!! great tutorial but im getting an error that says:

    -----Unable to convert: undefined to type: Float

    any idea of this :S?

  • @SeyexTv Nope, but if ya send me a detailed report of what you are importing, what version of max you are using, etc, I c an take a look!

  • Well it worked perfectly for me! Thanks a ton man you helped me so much! Just i had a application closing because it ran out of memory is there anything i can do about that? So i just chose the main parts... other than that it worked great thanks a ton! :)

  • How did you get that folder that gave you all the textures of the maps and also when im in World Maps and im clicking on a map folder, where the model browser it doesnt show any pictures they are all white squares and I see you have pictures. Could you help me out plz?

  • @Blixxuss I'll update the description with the link to the texture map. :)

  • @Michichael So when i go to open the file it opens in adobe and I get the rror it couldnt read the file because it is not supported or has been damaged. Should i open it with something elseor update something? Thanks :)

  • @Blixxuss It requires something that will open RAR files - Winrar or 7zip should do. Google 'em. :)

  • @Michichael Thanks I just got it! Works great it really saves a lot of time i used to have to go through each one haha, one more question and it mightbe stupid.....the script. You wrote the script and its in the file on the website but how do I use it like does max and machinima studios just automaticly use it?

  • @Blixxuss To use it, watch this tutorial video. It shows you how to install the script, add it to your toolbar, and run it! :)

  • @Michichael When i go to run the script i get a error and it wont run

  • @Blixxuss nvm i got it lol

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