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View Full Version : Ghost's Exporter Spazzin out on meh



Ki11a_FTW
December 11th, 2008, 06:21 PM
http://img341.imageshack.us/img341/5500/sadface2pe4.jpg (http://imageshack.us)
saaaaddddfacceee :(

i cant even export with Blitz. because it crashes max when i try to export this with it D:

ShadowSpartan
December 11th, 2008, 06:27 PM
Found using google:

3dsmax sets aside a set amount of memory for use in scripts, the import plugin you are using is one such script.

Load the Listener window (F11) type "heapsize" and push enter and it will show how much memory is being allocated for use in scripts.

To increase type "heapsize += 10000000" where 10000000 is the amount of bytes to increase by. You can't decrease, reloading 3dsmax will set the assigned memory to default. Don't increase the memory too much, I think default is about 20 meg, try increasing it by 10 meg at a time and importing the file. You could add the heapsize command to a startup script so you always have more memory for scripting purposes, but this leaves less memory for actually working in max.

Ki11a_FTW
December 11th, 2008, 06:31 PM
all fixed! thanks!

cant believe it actually worked after 4 hours :|



format "%\n%\n" geom_materials[m].name "<none>" to:jms

now i used to know how to fix this, but i forget, anyone remember?

Roostervier
December 11th, 2008, 06:37 PM
Probably means a piece of geometry you have has either no material, it's mat id has a bad name, or it's mat id doesn't exist in the material you have applied to the model.

MetKiller Joe
December 11th, 2008, 06:40 PM
all fixed! thanks!

cant believe it actually worked after 4 hours :|



format "%\n%\n" geom_materials[m].name "<none>" to:jms

now i used to know how to fix this, but i forget, anyone remember?

This was particularly messy for me, but what you do, is make sure that all of your multi-sub objects are pointing to textures. Then, for each object, go into poly selection, hit CRTL-A to select them all, and then put them all on 1 texture which exists in the multi-sub object (with me, they were assigned to sub object number 4 which didn't exist).

I hope that helps.

Ki11a_FTW
December 11th, 2008, 07:04 PM
There, fixed, one of my lights had 2 applied instead of 1

:lock: