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3ds max: ogre exporter 1.19 problem

Posted: Sat Feb 04, 2006 9:17 pm
by misterface
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?

Posted: Sat Feb 04, 2006 9:24 pm
by jacmoe
use options to increase

Posted: Sat Feb 04, 2006 10:48 pm
by Seeadler
I have set the "Initial heap allocation" in 3DS Max to 100MB and be able to export a 80K poly model. 3DS Max must be restarted after adjusting this option. Be careful with this option, a very high value will cause an error, 3DS Max will crash at start.

Posted: Sun Feb 05, 2006 1:35 am
by misterface
thanks! that works!

and how do you export the materials from 3ds max 7?

Posted: Sun Feb 05, 2006 2:53 am
by xavier
Check the "Export Materials" option at the bottom of the exporter GUI.

Posted: Sun Feb 05, 2006 3:52 pm
by misterface
**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

Posted: Mon Feb 06, 2006 8:45 am
by celic
--> 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...
the .material file does not contain any textures itself, it's just a file which contains material scripts.

Code: Select all

ent->setMaterialName("1.material");
this line of code you wrote means that you're tring to use a material named "1.material" which could be in any .material file.

try to remove this line of code, and you'll probably see the model with it's own material/texture.

Posted: Mon Feb 06, 2006 9:43 am
by xavier
You need to reference the material name inside the file, not the file itself. The file is loaded and the material(s) inside are parsed with the rest of the resources.

Posted: Mon Feb 06, 2006 6:40 pm
by jacmoe
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.

Posted: Wed Feb 08, 2006 8:04 pm
by misterface
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!!! :)) ***

Posted: Sun Feb 12, 2006 12:25 am
by misterface
Still having some problems :roll:

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...) :x
- 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?!

Posted: Wed Feb 15, 2006 12:25 am
by gerds
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.. :(

Posted: Wed Feb 15, 2006 12:58 am
by Lioric
Use oFusion to create, work with and export large scenes