[solved] "undefined" problem in 3DS-exporter v1.15

Problems building or running the engine, queries about how to use features etc.
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sphinkie
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[solved] "undefined" problem in 3DS-exporter v1.15

Post by sphinkie »

Hi

Since I installed the new version of the Ogre 3DS exporter (v1.15.1) , I cannot export any mesh (even a very simple cube):

When selecting the mesh with the button "select a mesh" in the skeleton tool, the script stopped on the line:

Code: Select all

exportSkeletonCB.enabled = (getSkin(selection[1]) != undefined) or (getPhysique(selection[1]) != undefined) ;
with the error Erreur Type: l'appel necessite une fonction ou une classe :undefined
with means "a function or a class :undefined is needed"

When using the "Ogre Exporter Tool" icon, it doesnt either work because the box "selected object" always stays empty.

I saw similar problem in the forum, but I did wipe all previous installation of the exporter...

btw: in the archive there is a /scripts /ui and /plugin directory. but the readme.txt says to copy only /scripts ???


Any Idea ?
Thanks
Last edited by sphinkie on Mon Nov 28, 2005 3:06 pm, edited 1 time in total.
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Banania
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Location: Paris, France

Post by Banania »

Are you using "Skeleton Tools" and "Ogre Exporter" at the same time ? Uuh, bad idea. You should be using "Ogre Exporter". It seems something is wrong in the setup of the script.

Please try again with CVS version or with this one :

http://bananialair.ifrance.com/bananial ... xport2.zip

As for your second question, you have to copy the content of scripts and the one of the files of plugins (PhysiqueInterface_max5.gup or something like that). Copy the version that corresponds to your version of max (for max7, use version for max6). This is required for Physique export.

Et si jamais ca continue, poste le contenu de la fenetre MAXscript au moment du crash. Ca donne la position exacte du crash dans le script avec la valeur des variables a ce moment la. Tres pratique...
Banania
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sphinkie
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Post by sphinkie »

well well well

I have replace the /script directory with your new one, and the export is working fine yet.

I will remove the old icons "skeleton tool" ( and "material tool" ?) from the interface, for safety.

Thanks for your help.
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sphinkie
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Post by sphinkie »

When exportring materials, I have noticed some time ago, that when I check a radio button in the bitmap properties of the material:
- RVB output BRAND NAME
- alpha source

it doesnt set the scene_blend tag in the material file.

Do you know if this feature is included in the material exporter ?

thanks
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Banania
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Post by Banania »

You can get rid of the material export since the material-related features of the 'Ogre Exporter' contains exactly the same code. However, it is not required.
Do you know if this feature is included in the material exporter ?
No, it's not. Material export is very very basic. It just exports colors and the diffuse map, nothing more. I never felt like it was necessary to work on it since the guys from the Octopus Exporter have already done some impressive work on materials.
Banania