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DarkBASIC Professional Discussion / 3DS models terminates running program

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AGL
17
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Joined: 13th Jan 2008
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Posted: 6th Aug 2009 11:41
Hi

I found some errors a while ago, but never cared about it until now when I'd like to use 3ds max models. So either it doesn't even load or simply makes the program look like if it was frozen. But as I realized, with certain models that contain more complex structured models such as characters or anything like that, the program loads up as if all is okay, but then without any error message it just terminates. Of course this only happens with 3ds files or sometimes with .x models too, even if it is less complex then those models came with DBP. Any ideas?

Thx in advance

"The business in the business is the business"
Van B
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Posted: 6th Aug 2009 12:49
3DS files can be unruly, I always convert to X using DBConv or something like that. You could try the panda converter plugin for Max as well.

3DS was kinda dropped as a format because it's just too wild, there's too many variants, it's not a standard like .X.

If you have an .X file that crashes DBPro then upload it and let us have a look, the worst I've had happen is loosing textures and the occasional problem of my model trying to climb up it's own butt - never had a flat out crash from an .X file though.


Health, Ammo, and bacon and eggs!
AGL
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Posted: 6th Aug 2009 13:13
Ok, I'll try the converters then. There is also a problem with .X files: at least when I use a DeleD model it appears silly with DBP vertex lights. It is so as if the light was calculated for each polygon individually, not too good if I make a model out of -say cubes for example

"The business in the business is the business"
Van B
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Posted: 6th Aug 2009 13:18
That could be a welding issue, like perhaps DeleD is ignoring welding when exporting the model, so when you load it up it's triangulated. If you weld the model and calculate the normals it should be smoother, but you do need a program that can do that.

Maybe investing in Deep Exploration is an idea. I find this program very useful, it has all sorts of support for models, it can even help with texturing as when you save the texture image, it is updated in Deep Exploration. I tend to have my art package and Deep Exploration running at the same time when texturing. But my point is that it would let you fix the welding and normals before exporting to .X. The other option is to find another modelling package, even if it's just to fix the problems that DeleD leaves.


Health, Ammo, and bacon and eggs!
AGL
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Posted: 6th Aug 2009 13:30
Ok, this sounds ok. I also use AC3D. I don't know if it can solve the problem, but as far as I remember, it can't import 3ds files :S

So should I have 3DSmax to export directly to .X?
I will check out your recommendation as well, thanks for the suggestion.

"The business in the business is the business"
Van B
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Posted: 6th Aug 2009 14:04
If you have 3DS Max, then I would load any .3DS file into that, weld the vertexes, calculate any missing normals - then export to .3DS again. The best possible compatibility comes from using 3DS Max to export the model, once you have that any program that fully supports 3DS should take your model - it's other modelling packages with less 3DS compatibility that cause the issues.

This is my workflow when making media, and it rarely falls down for me:

For limbed models (vehicles, weapons etc):
Make my model in Rhino3D (or any modelling app that supports 3DS)
Export from Rhino3D to .3DS
Import into Ultimate Unwrap 3D for UV mapping then export again.
Draw the texture and assign the textures.
Import model into 3DS Max, fix welds and normals.
Animate using keyframing.
Export to 3DS again.
Convert to .X using DBConv.

For mesh deform animations (characters for instance):
Make my model in Rhino3D (or any modelling app that supports 3DS)
Export from Rhino3D to .3DS
Import into Ultimate Unwrap 3D for UV mapping then export again.
Draw the texture and assign the textures.
Import model into 3DS Max, fix welds and normals.
Export to 3DS again.
Import model into CharacterFX for animating.
Export model to .X format

I know it seems daft to not use 3DS Max more, it's just that I much prefer Rhino3D's interface, really Max is there for tidying my models up and animating using hierarchy. The programs I use vary a great deal in cost - CharacterFX is free, Ultimate Unwrap and Deep Exploration are about £30 I think, Rhino3D costs about £500 if I recall, but it's worth every penny . I just find it easier to use UU3D for UV mapping than Max, it's a neat little environment that concentrates on providing good tools and features. CharacterFX is about as close to DBPro's own animation system as you can get - set the animation mode to linear and you have a WYSIWYG system that exports perfect .X files for DBPro. The ease at which I can use these programs makes learning 3DS Max properly a low priority, or a non-priority - I don't believe that my stuff would get better by using Max instead of these programs, not without some real training.


Health, Ammo, and bacon and eggs!
AGL
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Posted: 7th Aug 2009 08:14
All right thx for your help.

Cheers

"The business in the business is the business"

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