Author Topic: pcs 2 to 3ds max 2009 dae import/export  (Read 5084 times)

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pcs 2 to 3ds max 2009 dae import/export
I grabbed the pcs2 with dae support and i've been trying to import some models into 3ds max to edit a lil bit. every single one of em pops up with "Warning: Image file path <texturename>.tga does not begin with "./", "file://" or "file:///". Some textures might not be loaded." for all of the associated textures.

I thought at first that might just mean i have the textures in the wrong folder. so i copied them over to the "maps" folder, "sceneassets/images" and even the folder where the .dae file is located. Nothing worked.

am i doing something wrong?

also to clarify things a bit for me... what are the default folders used for textures in max? and can i add folders to search for textures?


 

Offline chief1983

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Re: pcs 2 to 3ds max 2009 dae import/export
I always thought it should at least look in the same folder as the model file.
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Re: pcs 2 to 3ds max 2009 dae import/export
Well after doing some research i discovered that i didn't have the right plugin, now i have the collada plugin and i'm able to import some models into max but i'm getting some weird results.

Firstly, take a look at this picture..



I'm not sure if it has anything to do with those boxes (which by the descriptors on them, i'm assuming those are glow banks) this model seems way too small. This is the archangel battle ship which is twice as long as an orion.

now, if i just turn around and export this from max as a collada dae, pcs 2 crashes when it tries to open it. And while i was writing this, i tried to do that with the Hecate from the Media VP's and PCS crashes on that one as well.

The Hecate Mk2, i can't even get max to open the dae from that. i get the following error messages on import:

Code: [Select]
[3384] ERROR: Mesh has source with an unknown id.
[3474] ERROR: Mesh has source with an unknown id.
[3677] Warning: Unknown or missing polygonal material symbol in geometry.
[3677] Warning: Polygon is empty.
[0] COLLADA document loaded successfully.

when i click OK on that dialogue i get and "Improper file format" dialogue and no model.


Now granted some of this could just be me doin something wrong. I have no idea, i've only ever messed with .cob import and export before.

 

Offline chief1983

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Re: pcs 2 to 3ds max 2009 dae import/export
Are you using Feeling's ColladaMax?  Or some other plugin?  I've heard theirs are the best.
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Re: pcs 2 to 3ds max 2009 dae import/export
no i've been using the one from source forge http://sourceforge.net/projects/colladamaya/ . I just checked out feelings and they only have a plugin up to max 2008. I'm using 2009  :(

its not pcs cuz i can re-open the dae's i exported from the pof's. Its just the ones exported from max i can't do anything with. So it's gotta be the plugin, or max itself. or me, or all 3

 
Re: pcs 2 to 3ds max 2009 dae import/export
ok heres something interesting. I changed the pcs 2 thing to not export helpers to dae... so i exported the archangel again. oepened it in max, saved it, and opened it in pcs 2 and it didn't crash

 

Offline chief1983

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Re: pcs 2 to 3ds max 2009 dae import/export
You've been using ColladaMaya for Max?  Or do you mean ColladaMax?  And actually I think that is Feeling's plugin.
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iamzack:  lays

 

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Re: pcs 2 to 3ds max 2009 dae import/export
and you lost absolutely all data related to well... anything except the base model, turrets, debris, detailboxes, and the texture assigned to it.
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Re: pcs 2 to 3ds max 2009 dae import/export
Ya know if i can at least get this to work, thats not a problem. I can add all that stuff my self, thats simple. But if i can't import a collada file i'm screwed.

*edit

chief you're right, it is feeling's plugin but according to the documentation on source forge, feeling is no longer supporting a free collada plugin so whoever is heading up the collada max now is building off of feeling's work
« Last Edit: December 10, 2008, 07:28:13 pm by Vertigo 7 »