Author Topic: Problems with Hull in export  (Read 3093 times)

Ady

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Problems with Hull in export
« on: December 14, 2015, 05:12:24 am »
Hi there,
Since the last update, I am having problems exporting the hulls in my models.
I get this max script error

--Unable to convert: (matrix3[1,0,0][0,1,0][0,0,1][0,0,0]) to type: Point2

I have tried exporting just the model with complete success but as soon as i add the collision hull (26 max pieces), it fails. I have tried exporting with just 1 hull mush (a square box) and still it gives me the error.

I have WallWorm Pro and have tried both exporters and no luck. I have also uninstalled and manually reinstalled WWMT Pro with no success. I have exported quite a few models without ever seeing this message before so I know what I am doing (I think  :))

Hope you can help, thanks.

Ady.

wwmt pro, max 2016, windows 10 pro x64, nvidia GTX 560.

wallworm

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Re: Problems with Hull in export
« Reply #1 on: December 14, 2015, 11:18:30 am »
Can you create the error and hit F11 and paste the entire error here?

Ady

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Re: Problems with Hull in export
« Reply #2 on: December 14, 2015, 04:36:13 pm »
yes of course. Sorry, have been out all day. Here is the log you asked for.

"** The exisitng QC was over-written. If you do not want to overwrite existing QCs, turn off QC Over-writing in the WWMT Settings or lock the QC with the Lock QC option.

"
-- Error occurred in V loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\wallwormSMD.mse; position: 86628; line: 2443
--  Defined in encrypted script
--   called in f loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\wallwormSMD.mse; position: 87774; line: 2481
--  Defined in encrypted script
--   called in ob loop; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\wallwormSMD.mse; position: 87898; line: 2484
--  Defined in encrypted script
--   called in outputTriangles(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\wallwormSMD.mse; position: 88066; line: 2490
--  Defined in encrypted script
--   called in outputSMD(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\wallwormSMD.mse; position: 98997; line: 2836
--  Defined in encrypted script
--   called in exportSMD(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\common\mse\wallwormSMD.mse; position: 100658; line: 2903
--  Defined in encrypted script
--   called in exportSMDS(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\WallWormModelTools\ww_structs.ms; position: 102064; line: 3647
--  Frame:
--   bt: undefined
--   resetBnArray: true
--   runCompile: true
--   theClasses: undefined
--   noPlugWrite: false
--   WBSMDExportVersionNum: undefined
--   status: undefined
--   WBSMDExport: undefined
--   SMDExporter: undefined
--   res: undefined
--   expBody: true
--   wwDir: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_content\modelsrc\custom_props\warehouse_01"
--   s: undefined
--   gameInfoParam: undefined
--   expSeq: true
--   failed: 0
--   useOldWBS: true
--   smd: (wallwormSMD exporterVersion:1.84 type:"Reference" outtype:"smd" fps:30 hl1:false dmxFormat:18 flexnamelist:#() kvVersion:1 dmxflex:false uvwchannel:1 range:#(0) referenceFrame:0 nodeList:#() justBones:#($warehouse_01) smdNodes:#((wallwormSMDNode id:0 parentID:-1 object:$warehouse_01 sysboneid:undefined guid:undefined transformid:undefined states:#() controllers:#() children:#() hasSkin:false triangleId:0 parentSMDNode:undefined normalStore:#() isGeometry:false initialTransform:undefined meshid:"846bf461-f5d6-4c96-b39a-6c0bb8bebe36" isAttachment:false), (wallwormSMDNode id:1 parentID:-1 object:$Object001 sysboneid:undefined guid:undefined transformid:undefined states:#() controllers:#() children:#() hasSkin:false triangleId:0 parentSMDNode:undefined normalStore:#() isGeometry:true initialTransform:undefined meshid:"dbbeac5c-269a-4058-9304-5247c8fde2ac" isAttachment:false)) boneweights:true errors:#() theFile:StringStream:"//Reference File generated by the Wall Worm SMD Exporter 1.84
//www.wallworm.com
version 1
nodes
0 "warehouse_01" -1
end
skeleton
time 0
0 0 0 0 0 0 -1.5708
end
triangles
wallworm_hull_texture
" nonRenderableAsBone:false refNode:$warehouse_01 ORIGIN:true staticprop:true refSystem:(matrix3 [0,1,0] [-1,0,0] [0,0,1] [3.05176e-005,-1.52588e-005,0]) refSystemBones:undefined offsetFaces:false flip:false lockInitialOrigin:false initialReFSystem:undefined normalMethod:3 internalOrigin:true rotateRefsystem:false localOriginPositionOnly:false meshopgetMapVert:getMapVert() meshopgetMapFace:getMapFace() meshopgetfaceRnormals:getFaceRNormals() meshopgetVert:getVert() meshopGetMapSupport:getMapSupport() meshopgetNumMapFaces:getNumMapFaces() collapsemesh:false collapsetoParent:true limitBones:#() smdHelper:dotNetObject:WallWorm.Helpers.SMDHelper usePro:false debug:false sequenceName:"Sequence" highestBoneCount:1 attachments:#() UpAxis:3)
--   theRealHullCount: undefined
--   expHull: true
--   expLOD: true
--   mp: "custom_props\warehouse_01"
--   explist: #($warehouse_01, $Object001, <Deleted scene node>, $warehouse_01)
--   morphObjs: #()
--   exportSMD: undefined
--   justBonesT: #($warehouse_01)
--   expVTA: true
--   expModels: true
--   makeSMDs: true
--   fname: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_content\modelsrc\custom_props\warehouse_01\warehouse_01_hull.smd"
--   spath: undefined
--   justBones: #($warehouse_01)
--   folderOpen: undefined
--   exportNotice: StringStream:"# Target Model Exported to C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_content\modelsrc\custom_props\warehouse_01\warehouse_01.smd
"
--   tempRefNode: $warehouse_01
--   exportNonRenderableMeshAsBone: false
--   hl1: 0
--   mainbonelist: #()
--   justBonesH: #($warehouse_01)
--   compileBatStr: undefined
--   meshAndBones: #($warehouse_01)
--   fileExt: ".smd"
--   maxLen: undefined
--   allboneNodes: #($warehouse_01)
--   newBatch: undefined
--   shouldUpdateSMDExporter: false
--   called in outputModelQC(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\WallWormModelTools\ww_structs.ms; position: 160551; line: 5277
--  Frame:
--   resetExportList: true
--   calcpost: undefined
--   massPos: undefined
--   hboxes: undefined
--   out: true
--   mfp: "C:\Users\Ady\Documents\3dsMax\scenes\Source Props\"
--   fr: undefined
--   message: undefined
--   idleSeq: undefined
--   tempSegList: undefined
--   gibsText: undefined
--   runCompile: true
--   hbArrs: undefined
--   errors: #()
--   wwDir: "C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_content\modelsrc\custom_props\warehouse_01"
--   xval: undefined
--   particleData: #()
--   theRealHullCount: 3
--   hasPutRoot: undefined
--   otherSkins: undefined
--   QCExists: true
--   flammables: undefined
--   theHitBoxes: undefined
--   writeSMDs: true
--   m: "custom_props\warehouse_01"
--   mp: "custom_props/warehouse_01"
--   doWriteQC: true
--   morphObjs: #()
--   bodygroupNum: 1
--   particleEvents: #()
--   forceBoneReset: true
--   illumPos: undefined
--   useJointConsrains: undefined
--   zRotationVal: undefined
--   eyeposition: undefined
--   cmtype: "$collisionmodel"
--   smdInQCfileExt: ".smd"
--   exportNotice: "** The exisitng QC was over-written. If you do not want to overwrite existing QCs, turn off QC Over-writing in the WWMT Settings or lock the QC with the Lock QC option.

"
--   fullpath: undefined
--   hbsets: undefined
--   yval: undefined
--   matP: "custom_props/warehouse_01"
--   alreadyUsedSeq: undefined
--   missinguvw: #()
--   mfn: "building_warehouse_01.max"
--   t: ""
--   ShadowLODID: undefined
--   fileExt: ".smd"
--   eyepos: undefined
--   theLods: undefined
--   sortSequences: undefined
--   allboneNodes: #($warehouse_01)
--   NewQC: <File:C:\Program Files (x86)\Steam\steamapps\common\left 4 dead 2\sdk_content\modelsrc\custom_props\warehouse_01\warehouse_01.qc>
--   hboxobjs: undefined
--   finalbonearray: undefined
--   canWriteQC: true
--   called in runExport.pressed(); filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\WallWorm.com\WallWormModelTools\wallworm_model_tools.ms; position: 50616; line: 1222
--  Frame:
--   ers: #()
--   message: undefined
>> MAXScript Rollout Handler Exception:
-- Unable to convert: (matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0]) to type: Point2 <<

wallworm

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Re: Problems with Hull in export
« Reply #3 on: December 14, 2015, 05:22:20 pm »
That is a very strange error since the UVs should always be Point3 values and not Point2.

But I updated the DEV version of WW today. See if this updated version works. If you have WW Pro, you can overwrite your existing WW Pro with this version so long as your install of WW Pro is from the last month.

Ady

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Re: Problems with Hull in export
« Reply #4 on: December 14, 2015, 05:56:57 pm »
Thank you Shawn, that has fixed it. The model and hull exported perfectly in about 2 seconds flat.

You are a gentleman and a scholar.

Keep up the amazing job on WWMT  :)