3ds max: ogre exporter 1.19 problem
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misterface
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3ds max: ogre exporter 1.19 problem
I’m using ogre exporter 1.19 to export a big mesh from 3ds max7.
But after some time I get following error:
--runtime error: out of scripter memory – use options to increase
Any idea how to solve this?
But after some time I get following error:
--runtime error: out of scripter memory – use options to increase
Any idea how to solve this?
- jacmoe
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- Seeadler
- Gnoblar
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misterface
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misterface
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**update**
Entity *ent = mSceneMgr->createEntity( "MSworld", "1.mesh" );
ent->setMaterialName("Examples/Rockwall");
SceneNode *node = mSceneMgr->getRootSceneNode()->createChildSceneNode( "MSworld" );
node->attachObject(ent);
--> I can see the mesh in ogre with the rockwall material.
but I want my own textures (named 1.material from 3ds exporter)
How do I do this? ent->setMaterialName("1.material"); does not work :/ and i can't find an answer in the tutorials...
thx in advance
Entity *ent = mSceneMgr->createEntity( "MSworld", "1.mesh" );
ent->setMaterialName("Examples/Rockwall");
SceneNode *node = mSceneMgr->getRootSceneNode()->createChildSceneNode( "MSworld" );
node->attachObject(ent);
--> I can see the mesh in ogre with the rockwall material.
but I want my own textures (named 1.material from 3ds exporter)
How do I do this? ent->setMaterialName("1.material"); does not work :/ and i can't find an answer in the tutorials...
thx in advance
- celic
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the .material file does not contain any textures itself, it's just a file which contains material scripts.--> I can see the mesh in ogre with the rockwall material.
but I want my own textures (named 1.material from 3ds exporter)
How do I do this? ent->setMaterialName("1.material"); does not work :/ and i can't find an answer in the tutorials...
Code: Select all
ent->setMaterialName("1.material");try to remove this line of code, and you'll probably see the model with it's own material/texture.
- jacmoe
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Or put differently:
Just whack it in your media folders, and Ogre will take care of business: put your mesh in media/models, your textures in media/materials/textures and your material script in media/materials/scripts.
Then load your entity into Ogre, and watch it texture itself via the material script.
Just whack it in your media folders, and Ogre will take care of business: put your mesh in media/models, your textures in media/materials/textures and your material script in media/materials/scripts.
Then load your entity into Ogre, and watch it texture itself via the material script.
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misterface
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thx guys, i can load everything successfully!!
but
anyone has an idea for tiling?
the tiling used in 3ds max is 'lost' when exporting.
so I tried uvw mapping with tiling but thats not compatible with meshes (and the exporter needs a mesh to convert...)
maybe there is a solution for this problem?
UPDATE
*** PROB SOLVED!!!
) ***
but
anyone has an idea for tiling?
the tiling used in 3ds max is 'lost' when exporting.
so I tried uvw mapping with tiling but thats not compatible with meshes (and the exporter needs a mesh to convert...)
maybe there is a solution for this problem?
UPDATE
*** PROB SOLVED!!!
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misterface
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Still having some problems
First let's say that I can load a simple scene successfully!!
But with a 'big' level (600 small objects) I have some problems:
- first of all: I can't 'attach' all my objects to 1 single mesh because 3ds max is out om memory then... (has nothing to do with initial heap...)
- when this WOULD work, I expect the ogre exporter to crash too. (even with initial heap set to 200mb)
So how do you guys do this with big levels??? You must have the same problem?!
First let's say that I can load a simple scene successfully!!
But with a 'big' level (600 small objects) I have some problems:
- first of all: I can't 'attach' all my objects to 1 single mesh because 3ds max is out om memory then... (has nothing to do with initial heap...)
- when this WOULD work, I expect the ogre exporter to crash too. (even with initial heap set to 200mb)
So how do you guys do this with big levels??? You must have the same problem?!
- gerds
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Yeh I am interested to find out how to export a large scene from max as well. Traditionally we use a huge static scene for our applications, some 30km x 10km terrain with buildings, roads and trees etc, exported straight from max to one huge 300Mb file.
We then add a couple extra people and cars etc on to the static mesh at runtime. Can we still do this in ogre? or do we have to build the terrain as one model? place each of the hundreds of tree's seperately in the applications loader? same with buildings etc..
We then add a couple extra people and cars etc on to the static mesh at runtime. Can we still do this in ogre? or do we have to build the terrain as one model? place each of the hundreds of tree's seperately in the applications loader? same with buildings etc..
