Exporting problem 3ds to Crysis

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darren weinman

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Oct 29, 2012, 5:10:09 AM10/29/12
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hey guys, having a bit of problems exporting my 3ds (barcelona pavilion) model into crysis...


ive tried 2 ways and 1 way kind of worked...

1. grouped the entire model to the dummy, tried to export and the error message (the picture ive attached) shows up.
2. ive grouped small sections at a time and that worked, until i grouped to my walls (which ive boo-leaned quite a bit) and then the error message showed again...

in the error message is says something about vertices and running a degenerate faces script?!

can someone give me some advice as to what my next step should be in terms of exporting the model successfully into crysis?
cheers!
3ds max export problem.jpg

Ricky

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Oct 29, 2012, 7:35:20 AM10/29/12
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darren,

hey have you tried this. its quite helpful in doing the faces.

if that doesnt work i believe is that sometimes if you break the object too much its really difficult to fix so i just usually end up modeling it again or whatever and just break it more gently because it exports easier.

Ricky, 

darren weinman

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Oct 29, 2012, 8:21:12 PM10/29/12
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i tried all that before and it still didnt work...


i just tried to export the original file of the barcelona pavilion given to us by ross, and even the walls on that file wont transfer and i havent even modeled anything on that but its still saying the same error message.

help!

Jules Cromarty

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Oct 30, 2012, 6:54:09 PM10/30/12
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Hey Darren,
as Ricky says, that video should solve any degenerate face problems you are having. Try adding the noise a few times if it still doesn't export after the first time.
If it still doesn't export check the error to make sure it is still the same error - it could be an STL error (both errors look quite similar, but STL will be mentioned in the new one)
If it is still the same degenerate faces error try exporting all objects individually to find exactly which object(s) have problems (the walls, from what you say). You can just select all your objects, add them to the export list and export to see which ones have errors. If there are only a few it may be quickest to fix them manually.
Convert them to an editable mesh (rather than an editable poly) and press 3 to be able to select triangles. Select all the triangles of the mesh and detach them. This should leave you with all the degenerate faces (which are, in effect, just lines) and you can delete them. It is important to select triangle individually as dragging a selection box around multiples may also select degenerate faces hidden between faces. Whether this is quicker than remodelling as Ricky suggests will depend largely on the complexity of your model and how long it will take to select the triangles individually.
 
If you see the STL error then run the STL check script from the modifier stack and it should highlight any faces that are causing errors. Often these can just be deleted, but may need to be remodelled, depending on model
Hope that helps
Cheers
Jules
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