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Re: URU Extended

Posted: Fri Oct 21, 2011 2:49 pm
by cskid13
Does anyone know what to do when I get this error?

Re: URU Extended

Posted: Fri Oct 21, 2011 10:53 pm
by J'Kla
I've found export errors (and you don't provide the detail) are usually because of something the export process can't find like a texture or a sound.

This is not so much of an issue for your own built age because you should be aware and if neccesarry just remove the sound emiter but when it's an age built by someone else it could be anywhere. As for a texture I refer you to my earlier quote. :-)

Re: URU Extended

Posted: Sat Oct 22, 2011 12:53 am
by Nadnerb
Since it's apparent that the point isn't getting through... You can't do this. To put it simply, the import process does not import everything when it imports an age. It leaves out all logic, references, and materials are not imported into the same form that the exporter uses. Tou cannot export an imported file, because the imported file is not valid, and it would take as much work as building an age from scratch to make it export again without any noticeable changes.

Re: URU Extended

Posted: Sat Oct 22, 2011 4:37 am
by Luna
Karkadann wrote:Isn't their a way to add something in a similar way that you add something to Ahra Pahts or Relto?
Yeah, you should be able to add things through prps in the same way as Ahra Pahts does. You can't really edit Cyan's things this way though only add things.

Re: URU Extended

Posted: Tue Nov 15, 2011 10:20 pm
by Karkadann
Luna wrote:
Karkadann wrote:Isn't their a way to add something in a similar way that you add something to Ahra Pahts or Relto?
Yeah, you should be able to add things through prps in the same way as Ahra Pahts does. You can't really edit Cyan's things this way though only add things.
What if I wanted to put for instance a large Kickable object in the City.age How would I go about doing that? Is it any more complicated then Making a City.age file with the right prefix number and a partial age export with drizzle? Cuz if it is,I could make some Cool Parade floats

Re: URU Extended

Posted: Wed Nov 16, 2011 8:37 am
by Chacal
You just need to make a partial age export with PyPrp in a new prp with a new page number, and add a line in City.age for loading your new prp.
This is what was done with all the add-ons to the City, e.g. the lake meter. This is also what I've done for my collision meshes for my "opening the cavern" challenge 3 years ago.

Re: URU Extended

Posted: Wed Nov 16, 2011 9:45 am
by Karkadann
Im working in Max and Not knowing much about coding or PyPrp I am wondering if it can be done with 3DS Max and the Drizzle partial age exporter

Re: URU Extended

Posted: Wed Nov 16, 2011 12:37 pm
by Chacal
I don't think there is an importer for 3DSMax, so you won't be able to use an existing Age for reference. You will have to set the position of your object by trial and error.
I am not familiar with the 3DSM plug-in or with the Drizzle exporter so I can't help you with either.

Re: URU Extended

Posted: Wed Nov 16, 2011 1:06 pm
by J'Kla
If you just want to look at the way the age is built then you could import to blender then export from blender in a format that will import into 3dMax but that's going to be a faf if ever there was.

Watching paint dry could just be a marginly better use for your time. ;)

Re: URU Extended

Posted: Fri Nov 18, 2011 12:39 pm
by Karkadann
Chacal wrote:I don't think there is an importer for 3DSMax, so you won't be able to use an existing Age for reference. You will have to set the position of your object by trial and error.
I am not familiar with the 3DSM plug-in or with the Drizzle exporter so I can't help you with either.
Im not to worried about the position I was gonna use "/location" on the offline KI I, from what little I know I think it might have something to do with that extra line in the .age file I have done some experimenting and got the .prp file for the new object in the age, but the object does not show up. Any idea's?