3ds Max 2017 Plugin

3dsimedgeo.jpg
If I'm looking at that second image correctly, your object has no name, so that could be a problem.

It doesn't matter what the name is for me... Or if i use different folders, either on my desktop or snuggled away deep inside my steam dev mode folder.. If I name it racingsurface or testexport, it keeps giving me mesh errors on export.. Fbx exports nicely, but the gmt converter isn't.

I just tried it with a different name but no succes..

3dsimed report window:
Object racesurface_asphalt
Points = 1000
Faces = 69225
Deleted Faces = 0
 
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Is .gmt exported to the correct folder? I see the path starts with user and I export my meshes to dev mod folder in rF2 installation. Not sure if it matters...
Also can you see the model if you open the scene in viewer?
 
Is .gmt exported to the correct folder? I see the path starts with user and I export my meshes to dev mod folder in rF2 installation. Not sure if it matters...
Also can you see the model if you open the scene in viewer?

the viewer did read the geometry, before that i started with my own error in the scene file..
But when corrected i get the same geometry in the viewer as i have in 3dsimed..

I use 3dsimed to quickly check the exported model instead using the viewer which needs to have all the files and folders in place
 
I'm gonna try it here first. Not sure but for me the plugins are bugging.....

I've tried everything i could think of so far. Scenefile, do mesh, any combination i can make in the gmt converter.. also tried the example max scene files but i keep getting strange meshes when i export any 3ds object to gmt. For example in Max i have 8 face, 16 verts.. Nothing is opened in the viewer, in 3dsimed i only can see the model info which says something like 7654 face.With the example scene i get some wierd messed up mesh in 3dsimed, but again its not usable for anything as can be seen below.. The mesh is completely collapsed in itself with no world position info in it anymore.

I really really hope i'm doing something wrong here cause i was so glad to finally be able to really get into track modding, but so far i cant get anything in game cause of this....

View attachment 21941 View attachment 21942
Would you upload your max scene?
I could try it out here and see if it works for me, then.
 
sure no problem.. I think i've included the relative filepaths and maps.. I mostly use maya so somewhat unfamiliar how 3ds archives a scene.. But the maps used are from the joeyville moddev folder, cant be much wrong there.

https://mindraider.stackstorage.com/s/8stJHsYajan1uku
I have used your max scene and it works without any problem here.
Exported meshes, no matter if with or without a name, can be loaded into 3dsimed and have the correct polycount and shape.
Now the question is, what goes wrong on your site.
That is hard to find out without to sit at your computer.
The first thing in such cases, that always comes in my mind, is that it might be a windows user rights problem.
Did you try it with running 3dsmax as administrator (rightclick on the 3dsmax shortcut and select 'run as administrator')?
 
Just tried running as administrator, didn't help.. I also just did a system scan and that repaired some errors, but not this one.

I guess I'll try to do a new install of 3ds max next.. I'll be back if that doesn't work either
 
I have used your max scene and it works without any problem here.
Exported meshes, no matter if with or without a name, can be loaded into 3dsimed and have the correct polycount and shape.
Now the question is, what goes wrong on your site.
That is hard to find out without to sit at your computer.
The first thing in such cases, that always comes in my mind, is that it might be a windows user rights problem.
Did you try it with running 3dsmax as administrator (rightclick on the 3dsmax shortcut and select 'run as administrator')?

well, i did an full clean reinstall of 3ds today... made sure there were no files left on my hdd, restarted before installing and run everything in administrator.. Finally i got some working geometry in the viewer :D

3dsimed though keeps giving me errors, but i dont need that since the viewer is working :D

Thanks everyone for the quick reactions on the problem!
 
@Tuttle I think I have found a bug. The specular configuration disappears from the asphalt when I export with the 2017 plugin, however in the 2012 version it works well. It should work the same, right?
Can someone else confirm if this is a bug? I believe it's not working for me as well, but as I don't have 2012 version or 3dsimed I'm not sure if it's a bug or a mistake on my part.
 
Today S397 launched a new 3ds max 2017 plugin update. It doesn't work so you shouldn't replace old plugin because the new plugin exports all the mesh wrong way. Objects with various materials are exported with a single material assigned to the faces that makes the plugin a useless tool.
 
Today S397 launched a new 3ds max 2017 plugin update. It doesn't work so you shouldn't replace old plugin because the new plugin exports all the mesh wrong way. Objects with various materials are exported with a single material assigned to the faces that makes the plugin a useless tool.

Using Steam, this seems a bit difficult to avoid. Has there been a hotfix issued?

Is there an alternative location to download the 2017 plugin files?

Are the developers active in this forum, and if so, can someone ping them?

EDIT: Just tried to install it and I got the following on Max 2019 update 3...

Capture.PNG

Capture.PNG

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I copied the files from C:\Program Files (x86)\Steam\steamapps\common\rFactor 2\Support\Tools\Plugins\Max 2017\x64_beta
 
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plugins in those folders are for that particular version on 3ds Max ie the plugins in the 2017 folder are for the 2017 version of 3ds Max, 2012 for Max 2012 etc...so there are none for 3ds Max 2019.
 
That is too bad. I don't think Autodesk sells non-subscription based licenses for 3D Studio Max anymore, so it is strange that the latest version isn't supported.

I guess I could login and download an older version, but I'm going to see if I can get by without the plugin first.

EDIT: Reading other threads, it seems its not advised to run without the plugin due to the scn file complexity, and I actually found 2017 already installed on a few old render node machines we had here that I could work remotely on!
 
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@Coutie The new plugin version has solved the known problems, but now, when I export objects, some materials are mixed without sense. This did not happen with the previous version, I checked it
 
Thank you !
It seems that it still can't work with Slate Material Editor in 3dsmax, BUT it does work (just as in preceeding versions of 3dsmax) with Compact Material Editor (I say that just in case).

Thank you for pointing this out. I began using Max in 2017 but even then it was the slate editor that was the default, so I was quite surprised when the rFactor 2 plugin crashed when using it.

However, now I have issues with normal maps. The Intel Texture Works plugin for Photoshop only seems to have a single compression option for normal maps:

Capture.PNG


But when I choose it, I get the following from the gmotor material plugin:

Untitled-1.png


Do I really have to use an old non-CC version of Photoshop to get the old nVidia dds plugin to get a compressed normal map working with rFactor2?
 
@Coutie The new plugin version has solved the known problems, but now, when I export objects, some materials are mixed without sense. This did not happen with the previous version, I checked it
I've not really exported anything major with the 2017 plugins yet. Can you post an example of what's happening?
 
I've not really exported anything major with the 2017 plugins yet. Can you post an example of what's happening?

This is the object exported with the previous plugin version. The materials are correct:

ThyGU4Y.jpg


And this is the object exported with the new plugin version:

QENDoU5.jpg


As you can see, the drain material is wrong. I think the problem is with material IDs, because the drain and the kerbs are the same object, and this happens with other objects wich have more than one material ID.
 
This is the object exported with the previous plugin version. The materials are correct:

ThyGU4Y.jpg


And this is the object exported with the new plugin version:

QENDoU5.jpg


As you can see, the drain material is wrong. I think the problem is with material IDs, because the drain and the kerbs are the same object, and this happens with other objects wich have more than one material ID.
I tried it and I couldn't get it to happen. You're going between 2017 and 2012? If you have separate files, maybe a material is named incorrectly in 2017?
 
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