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Area Export Problem

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 Istorian
09-20-2008, 8:55 AM
#1
Well, I tried to make a new area with skybox, lights, walkmesh, everything...and everything was alright, until the moment I tried to export it...A pop-up message of Max said: "-Unknown System Exception". And Max shut down...While it did export my area, the file was corrupted..I tried again, but the same thing happened...can anyone please tell me what is wrong?:(

Thanks, in advance.

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 Quanon
09-20-2008, 10:10 AM
#2
Well, I tried to make a new area with skybox, lights, walkmesh, everything...and everything was alright, until the moment I tried to export it...A pop-up message of Max said: "-Unknown System Exception". And Max shut down...While it did export my area, the file was corrupted..I tried again, but the same thing happened...can anyone please tell me what is wrong?:(

Thanks, in advance.

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Wow thats a hard one...

Perhaps a new AuroraBase could solve it ?

Else it might be a conflict between NWmax and Max, though since you made a Walkmesh and other thingies it seems that NWmax works fine.

Has it said something like "Run out of Memory" aswell ?

I've encountered that one when I was working on a fairly large area.
Often its the Walkmesh, it seems to be a heavy data thing.

What you could do is export out just the model and then as a seperate room just the walkmesh.
EDIT: So make sure you got some multiple saves in Max from your models.
Thus delete the Walkmesh and export.

That means you'll have to add 2 rooms to the .lyt aswell.


Just be carefull when you do this is that when in Kaurora you go to
Walkmesh load from ASCII to compile the walkmesh.

So a small step repeat ( before I burry you in mindless babbeling):

1) Export out just the Meshes as Example: BAR100_01a ( BAR short name of your planet/ location, the 100 is just a random number :p )

2) Then export out just the Walkmesh as Example: BAR100_01b

3) Start up Kaurora, set it to the game you want before loading in the models.

4) Model => Load from ASCII to compile the Meshes to BINs
Would be like BAR100_01a.mdl and .mdx

5) Walkmesh => Load from ASCII to compile the Walkmesh to .Wok
Would be like BAR100_01b.wok

6) Adjust the .lyt to have a Room count of 2 and add in the extra line.

I found that splitting up the model in to rooms works a bit better in games, bit shorter loading times and it easier to track down whats "bugged".

You could leave out the .mdl and .mdx, to see if its just your Walkmesh that crashes the game, if not you'll be able to run around in the blackness.

Hope this helps a bit.
 Istorian
09-20-2008, 10:53 AM
#3
Should both lines in the .lyt file have 0.0 in the three parameters? Or something else?

EDIT: Oh, and I made it...there is a small problem...There is this blackness around again, but the head doesn't float at least!! I checked the Aurora Trimesh, and it's ok, so, what's wrong?

EDIT 2: I found out that if I name the model file 991BTLa.mdl and .mdx, the head doesn't float but it still black around, while if I name it just 991BTL.mdl and .mdx the head floats...Problem is, whatever I do, the area doesn't show up...I'm tired of this black...

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 Quanon
09-20-2008, 12:31 PM
#4
Should both lines in the .lyt file have 0.0 in the three parameters? Or something else?


Well that depends on how you made your area in Max.

I mostly start to work on my models at the center and branchout from there.
For ease of use I always put my AuroraBases at the center.

So its easy in the .lyt :)
All zeros.


EDIT 2: I found out that if I name the model file 991BTLa.mdl and .mdx, the head doesn't float but it still balck around, while if I name it just 991BTL.mdl and .mdx the head floats...Problem is, whatever I do, the area doesn't show up...I'm tired of this black...

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Have you tried to set the Sun Diffuse value in the .are. , set it to this: 16777215

It should create a kind general white light.
 Istorian
09-20-2008, 12:51 PM
#5
Well, although I have a dim light in the horizon, that didn't work...Maybe it's where you spawn, because the area in Max is X = 0cm, Y = 0cm and Z = 11.000cm...so I put in the module.ifo file X = 0, Y = 0, but I think I shall put 110 in Z instead of 11.000, right?

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 Quanon
09-20-2008, 3:12 PM
#6
Well, although I have a dim light in the horizon, that didn't work...Maybe it's where you spwan, because the area in Max is X = 0cm, Y = 0cm and Z = 11.000cm...so I put in the module.ifo file X = 0, Y = 0, but I think I shall put 110 in Z instead of 11.000, right?

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Yes, make sure your spawn point coords in the .are are close to the Meshes hights.

Though the game should force you to the correct hight.


Ow and extra thing I now think of. Make sure the Pivot Point of the Walkmesh is at 0, 0, 0.

For the other Meshes Center To Object is a good choice, but NOT for the Walkmesh. It will get heavly misplaced, perhaps this is why your in the black ?

So its just in Hierachy => Affect Pivot Point. Use the X Y Z boxes down below in Max.
 Istorian
09-21-2008, 12:23 PM
#7
Well, I did that and I exported the model separately from the Walkmesh, but when I try to export the Walkmesh, it brings that error again...I used every way, created a new AuroraBase, but the Walkmesh refuses to be exported...So, I used the previous walkmesh that was exported (that means I couldn't set the Walkmesh Pivot Point to 0,0 0,0 0,0), and now I don't even enter my module...It crashes in the loading...I think my only chance now is to create a new walkmesh, right?

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 Quanon
09-21-2008, 4:53 PM
#8
Yeah, its odd Max crashes... without a good explaining error.

Hate those fague messages.


Well another tip I can give is; If you copy the floor as Walkmesh and then do Extrude on the Edges to create walls.

Double check the verts on Edges where the new extruded wall meets the floor.
It often happens that're will be like 2 Verts on the same place. Which means theres actually a part of the Mesh , squashed flat to well an edge which has no thickness really.

Anyway this causes serious trouble => game crashes.

EDIT: Ahum to solve this: Carefully select all the verts on that spot, just drag a box around it.
And do the Weld. You'll have to zoom in strong and then do each spot at the time.

Use your other views ( zoomed out) to check if you didn't select a Vert that has nothing to do with.
Else you'll end up with some bizar things :p


And it doesn't even need to be a Walkmesh.
 Sithspecter
09-22-2008, 7:48 PM
#9
When you use another walkmesh, the name of the aurora base has to match the name of your area's aurora base, otherwise, KotOR doesn't want it. I've also found that drawing a line slighting inside where your floor area is (where you want to walk, slightly inside so you can't kick your legs through the walls while running) works well. Convert to poly, use the cut tool to subtract any 'islands' in your floor. Next, you should weld to make sure there are no double vertexes, and extrude all the edges, except those not along a contact edge. After this, convert to mesh, hit resetXform, and then save! Lastly, convert to walkmesh. If it crashes, you may have to remove the wall extrusions. If the extrusions work, then set the material value on the wall faces to 7 (I think, it's the purple one called nonwalk) and save. Hit resetXform again, and then you might close all other programs to save memory, link and export.
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