3ds max 2010 ... Material Editor Error allocating Mesh

Discussion in 'Track Modding' started by RafBR, Jan 20, 2012.

  1. RafBR

    RafBR Registered

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    Hello,
    I am receiving this error message on Material Editor / Max 2010 / GMotor Material.
    View attachment 743
    I tryed to change from Direct3D to OpenGL and nothing..
    Tryed to use jpg instead of tga and nothing..
    Anyone has received this error before?

    Thx!
     
  2. freew67

    freew67 Registered

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  3. RafBR

    RafBR Registered

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    Thanks for the feedback! I saw this video before...
    But if I have more "houses" in the same scene?
     
  4. freew67

    freew67 Registered

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    Ive had tracks with 100+ materials in the editor. Im sure some of the larger roadies have plenty more. As far as I know (Im sure someone can correct me if Im wrong) everything will go on the one Multi/Sub Object ball.

    If you need an example, http://isiforums.net/f/showthread.php/1573-Tutorials grab the Joesville max file. Granted they have used 2 balls there, but Im not sure if anything on the 2nd one is in the scn.
     
  5. RafBR

    RafBR Registered

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    View attachment 744
    Here is the file if someone can help :p
    Only one ball and still the problem...
     
  6. freew67

    freew67 Registered

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    I cant open the file, so what exactly do you need help with?
     
  7. RafBR

    RafBR Registered

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    @freew67 Still receiving the error in the first post of this thread...
    ...and what is the preffered extension for the textures (.jpg / .png / etc) ?
     
  8. freew67

    freew67 Registered

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    The norm for rf1 is dds and tga. TBH I never tried anything else.
     
  9. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    That video is pretty much all you need to do really. Try creating a new scene and a quick temp object, to check the principle?

    On the subject of material balls, 3ds Max can slow down when you have more than 40 materials in the Multi/Sub. For this reason, some/most people will have separate material balls for terrain, structures, vegetation, ...

    And yes, DDS is the norm.
     
  10. freew67

    freew67 Registered

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    Max slow down? Thats when its time to upgrade your computer :)
     
  11. RafBR

    RafBR Registered

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    The cube with multi/sub from sketch works fine... but I use the same principle with the house file / merge the mesh to a new scene and still the problem ... and I am used to Max bugs :D

    For sure it is something related with the render-to-texture feature or this house mesh.. will try with other complex meshes and post the result here
    Thanks for all feedback!
     
    Last edited by a moderator: Jan 20, 2012
  12. freew67

    freew67 Registered

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    Ill send you a pm, might take some of the pain away :)
     
  13. RafBR

    RafBR Registered

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    not solved :S
     
    Last edited by a moderator: Jan 21, 2012
  14. RafBR

    RafBR Registered

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    Well, the problem persists... What I have tryed:
    1- I am using 3ds max 2010 - installed sp1
    2- I did switch betwen rF1 and rF2 plugins - error remains
    3- The error happens when using "Default scanline renderer" in render dialog> commom> assign renderer. GMotor Material appears "as Compatible" in material browser.
    4- If I use the "Mental Ray renderer" (default in max 2010) the error goes away but the GMotor Material appears "as Incompatible" in material browser and doesnt show up in the material editor (see image).
    5- The error showing in the attached image (GMT "do mesh" error) happens in any case.
    6- The plugins are installed correctely. The material is fine (see the file containing my scene).
    7- Units are set to meters.

    To me it is related to Max 2010/sp1 and the plugins unless someone tell me it is not.
    regards!
    View attachment 765
    View attachment 766
     
  15. RafBR

    RafBR Registered

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    Problem 100% solved ;)
    The problem is in the "render to texture" 3ds max feature... Tipically max do it to the map channel 3 and that is when the problem occurs (at least here it does). So I unwrap the object and set it to channel 3 > then I render to texture to channel 1.
    Problem solved and got it exported to GMT successfully.

    thx,
    RafBR
     
  16. freew67

    freew67 Registered

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    Now, let the games begin!
     

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