Author Topic: 3DS max troubleshooting...  (Read 1437 times)

Offline kix

  • RR2 dev
  • *
  • Posts: 3452
  • Rep: -3
  • H
    • View Profile
    • Awards
3DS max troubleshooting...
« on: September 14, 2016, 12:20:40 PM »
So i want to create chronic body for bttb..
Created display and collision meshes, created attachment point exported and compiled it sucessly.. ran DSL 2.2 and pressed attach and BAM! Game crashed!  It didnt showed me error or anything..

Here is what i use..
3DS max 5
Reference.max and gmf
Mbyte RA2 export script
And C++ compiler..

Notes: In the reference.max instead of noise_amt it says NOUSE_AMT (tried ignoring it and writing i instead of u).
 While dummys ra gmf comp says

Map compiler
Run-time error '52':
Bad file name or number

Offline Serge

  • *
  • Posts: 1530
  • Rep: 13
    • View Profile
    • http://www.q3k.org/
    • Awards
Re: 3DS max troubleshooting...
« Reply #1 on: September 14, 2016, 06:19:24 PM »
Either provide sample files or a crystal ball that we can use to figure out what's wrong.
home | twitter | yt | gmf de/compiler | component freedom | xmpp: q3k@q3k.org | email: q3k@q3k.org

Offline kix

  • RR2 dev
  • *
  • Posts: 3452
  • Rep: -3
  • H
    • View Profile
    • Awards
Re: 3DS max troubleshooting...
« Reply #2 on: September 14, 2016, 11:22:56 PM »
Just a sec...

Offline kix

  • RR2 dev
  • *
  • Posts: 3452
  • Rep: -3
  • H
    • View Profile
    • Awards
Re: 3DS max troubleshooting...
« Reply #3 on: September 14, 2016, 11:32:29 PM »
Here is all but the txt file... txt file works cuz i used it from betabody.txt.
https://gametechmods.com/uploads/files/76320.zip

Offline 090901

  • alcoholic in denial
  • *
  • Posts: 7006
  • Rep: 22
  • :mrgreen:
  • Awards Donated money for site hosting 2019 GTMCS2 Divison Winner GTMCS Division Winner
    • View Profile
    • Awards
Re: 3DS max troubleshooting...
« Reply #4 on: September 14, 2016, 11:59:36 PM »
try comparing your decompiled .gmf file with a decompiled .gmf from dsl or stock that you know that works.
btw i'm not really sure why you even bothered making a separate collision mesh when it's the same as the display mesh.

Offline kix

  • RR2 dev
  • *
  • Posts: 3452
  • Rep: -3
  • H
    • View Profile
    • Awards
Re: 3DS max troubleshooting...
« Reply #5 on: September 15, 2016, 12:00:56 AM »
And seperate makes difference?

Offline kix

  • RR2 dev
  • *
  • Posts: 3452
  • Rep: -3
  • H
    • View Profile
    • Awards
Re: 3DS max troubleshooting...
« Reply #6 on: September 15, 2016, 12:01:23 AM »
I thought that collision is like for collision..