Page 6 of 33

Re: thecarlover's mods - Econoline body now available - New

PostPosted: Wed Dec 02, 2015 3:44 am
by thecarlover
Since adding Outliner, 3ds Max on my Windows 10 laptop is very laggy and tends to freeze for 5-10 secs when clicking most things in the UI or after switching back from another program, so does anyone have any idea how I can remove it? I can't find any information anywhere, and uninstalling 3ds Max and deleting all associated folders (at least, I think I got them all) didn't help as it's still there after reinstalling. 3ds Max is barely usable right now, so I can't exactly keep working this way.

Re: thecarlover's mods - Econoline body now available - New

PostPosted: Wed Dec 02, 2015 10:23 am
by Daffyflyer
thecarlover wrote:Since adding Outliner, 3ds Max on my Windows 10 laptop is very laggy and tends to freeze for 5-10 secs when clicking most things in the UI or after switching back from another program, so does anyone have any idea how I can remove it? I can't find any information anywhere, and uninstalling 3ds Max and deleting all associated folders (at least, I think I got them all) didn't help as it's still there after reinstalling. 3ds Max is barely usable right now, so I can't exactly keep working this way.



Hmmm, think you'll need to track down the plugins folder for 3dsmax on your PC and delete the outliner files from there.

Strange that it's running slowly though

Re: thecarlover's mods - Econoline body now available - New

PostPosted: Wed Dec 02, 2015 11:06 am
by thecarlover
Daffyflyer wrote:
thecarlover wrote:Since adding Outliner, 3ds Max on my Windows 10 laptop is very laggy and tends to freeze for 5-10 secs when clicking most things in the UI or after switching back from another program, so does anyone have any idea how I can remove it? I can't find any information anywhere, and uninstalling 3ds Max and deleting all associated folders (at least, I think I got them all) didn't help as it's still there after reinstalling. 3ds Max is barely usable right now, so I can't exactly keep working this way.



Hmmm, think you'll need to track down the plugins folder for 3dsmax on your PC and delete the outliner files from there.

Strange that it's running slowly though


There are no Outliner files anywhere except the .mzp that I dragged into the viewport, so I don't know. Changing compatibility settings for 3ds Max to Windows 7 didn't solve the issue, but it works when running through the "Test the program" function of the compatibility troubleshooter. I can use that for now until a more permanent solution can be found.

Re: thecarlover's mods - Export help needed!

PostPosted: Wed Dec 02, 2015 1:17 pm
by thecarlover
I'm trying to export the model, but whenever I do I get an error message immediately after saying "An error has occurred and the application will now close. Do you want to attemp to save a copy of the current scene?" It does export, but when I try to open the car in-game, the game crashes. This only happens with the skinned model, the unskinned one (with only the mesh exported) exports without any issues. Does anyone know what this error could be?

Re: thecarlover's mods - Export help needed!

PostPosted: Wed Dec 02, 2015 1:34 pm
by Daffyflyer
I've had that sometimes, you could try saving out the .env (envelopes) file from the skin modifier. Deleting the skin modifier, reapplying the skin modifier, then loading up the .env file onto the skin again.

Re: thecarlover's mods - Export help needed!

PostPosted: Wed Dec 02, 2015 2:07 pm
by thecarlover
Daffyflyer wrote:I've had that sometimes, you could try saving out the .env (envelopes) file from the skin modifier. Deleting the skin modifier, reapplying the skin modifier, then loading up the .env file onto the skin again.


How would I go about saving only the envelopes, and then loading them?

Re: thecarlover's mods - Export help needed!

PostPosted: Wed Dec 02, 2015 2:16 pm
by Daffyflyer
See attached image :)

Make sure when you load them again, that it has the right things being applied to the right bones (it'll have a list of what names it's looking for, and ask you to line them up with the bones with the same names, if that makes sense)

Re: thecarlover's mods - Export help needed!

PostPosted: Wed Dec 02, 2015 2:27 pm
by thecarlover
I somehow didn't notice those buttons...
So I saved the modifiers, removed the skin entirely, added a new skin and reapplied the envelope... and the export error persists.

Edit: I tried using a new skin without loading the envelope and I get the error with that as well.

Re: thecarlover's mods - Export help needed!

PostPosted: Wed Dec 02, 2015 3:00 pm
by Daffyflyer
What happens if you put a new skin on it and DON'T load the .env onto it?

Re: thecarlover's mods - Export help needed!

PostPosted: Wed Dec 02, 2015 3:14 pm
by thecarlover
Daffyflyer wrote:What happens if you put a new skin on it and DON'T load the .env onto it?


That's what I did, and I got the same export crash.

Re: thecarlover's mods - Export help needed!

PostPosted: Wed Dec 02, 2015 3:35 pm
by Daffyflyer
Try exporting the model as a .FBX file (using export selected) then opening a new max file and importing the FBX into it.

Re: thecarlover's mods - Export help needed!

PostPosted: Wed Dec 02, 2015 3:57 pm
by thecarlover
Daffyflyer wrote:Try exporting the model as a .FBX file (using export selected) then opening a new max file and importing the FBX into it.


I was able to export as a .FBX, but importing that into a new scene and trying to export as .kjc brings up the same error.

Edit: I'll transfer the file to my Windows 7 laptop tomorrow and try exporting it there, just in case it's caused by something in Windows 10.

Re: thecarlover's mods - Export help needed!

PostPosted: Wed Dec 02, 2015 6:44 pm
by maffc
I use win10 and don't have any issues in that regard. In a previous post you have mentioned the plugins folder when trying to remove outliner. I wonder if that has affected the export function.

Re: thecarlover's mods - Export help needed!

PostPosted: Thu Dec 03, 2015 2:44 am
by thecarlover
maffc wrote:I use win10 and don't have any issues in that regard. In a previous post you have mentioned the plugins folder when trying to remove outliner. I wonder if that has affected the export function.


I haven't touched anything in the plugins folder, as I couldn't find any Outliner files. I'll make something simple and try to export that to see if it might be some kind of issue with settings, or if it's the model.

Edit: I tried reexporting one of my Econoline models and got the same error. So now I know my model isn't the problem, so I need to figure out what the problem with 3ds Max might be.

Re: thecarlover's mods - Export help needed!

PostPosted: Thu Dec 03, 2015 3:48 am
by maffc
Next thing to look at. The version of the kajiraexporter.dle file. The SDK comes with a few versions. The one I'm using is 127mb and it's the one explicitly named KajiraExport_2013 in the SDK.
Have you tried using that file in the plugins folder instead. Obviously renaming it to remove the year?