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 KAMS Map IO problem

 not working...
 
xmen  
Posted: Wednesday, May 21 2008, 01:35
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im trying to import my map in 3ds max through KAMS Map IO but nothing happens but when i open MAXscript Listener i found lots of lines those are saying dff cant open, some lines :

CODE
># IPL generated from Max file Need 4 Dare.max
>inst
line  <all line numbers>
 Reading C:\Users\GXT\Desktop\New Folder (2)\<all dff names>.dff...

 >>>Can't Find/Open C:\Users\GXT\Desktop\New Folder (2)\<all dff names>.dff<<<


i tried with a single dff too as well as a single line in IPL but nothing worked, i changed models too but confused.gif
i searched about that problem on google but found only one result that also dont have any solution
any idea ? monocle.gif
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JohnPro  
Posted: Wednesday, May 21 2008, 03:57
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wait i will install 3ds max.
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xmen  
Posted: Wednesday, May 21 2008, 04:01
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QUOTE (JohnPro @ May 21 2008, 09:27)
wait i will install 3ds max.

hehe lol.gif lol.gif thanks lol.gif lol.gif
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xrk  
Posted: Wednesday, May 21 2008, 15:53
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Could it be because Kam's mapIO is cap sensitive?
eg, if your dff is called "Test.dff" it must be "Test" in the ipl not "test"
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AK-73  
Posted: Wednesday, May 21 2008, 16:42
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QUOTE (xrk @ May 21 2008, 16:53)
Could it be because Kam's mapIO is cap sensitive?
eg, if your dff is called "Test.dff" it must be "Test" in the ipl not "test"


either that or try renaming New Folder (2) to something like gtastuff (single word/string, no fancy symbols like paranthesis). I try to avoid such folder names (as New Folder (2)) because applications that aren't properly set up will not be able to handle them properly.

Alex
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xmen  
Posted: Thursday, May 22 2008, 00:05
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QUOTE
Could it be because Kam's mapIO is cap sensitive?

i dunno, my all model names written in same format, i read MapIO script code but didnt find anything about how its reading or placing the files except one line that was
CODE
ReadIPL iplname dffpath verNo textype.state

i think ReadIPL is a inbuilt function or autodesk 3ds max is too intellisence that it understand sudocode xD

QUOTE
either that or try renaming New Folder (2) to something like gtastuff (single word/string, no fancy symbols like paranthesis). I try to avoid such folder names (as New Folder (2)) because applications that aren't properly set up will not be able to handle them properly.

ok i will try

Edited :
hehe, it worked when i changed folder name to XGTA, HAHAHA, thanks happy.gif
its a first time im seeing my full map in 3ds max xD

This post has been edited by xmen on Thursday, May 22 2008, 00:10
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AK-73  
Posted: Friday, May 23 2008, 14:27
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QUOTE (xmen @ May 22 2008, 01:05)

Edited :
hehe, it worked when i changed folder name to XGTA, HAHAHA, thanks happy.gif
its a first time im seeing my full map in 3ds max xD


A brief explanation: spaces in pathnames cause programs to treat only the part up to the space as the actual filename and the rest as parameters - if the application in question doesn't enclose a pathname by quotes, as it should. Therefore I always try to avoid spaces in such directory name among other things.

Alex
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xmen  
Posted: Saturday, May 24 2008, 01:10
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QUOTE (AK-73 @ May 23 2008, 19:57)
QUOTE (xmen @ May 22 2008, 01:05)

Edited :
hehe, it worked when i changed folder name to XGTA, HAHAHA, thanks happy.gif
its a first time im seeing my full map in 3ds max xD


A brief explanation: spaces in pathnames cause programs to treat only the part up to the space as the actual filename and the rest as parameters - if the application in question doesn't enclose a pathname by quotes, as it should. Therefore I always try to avoid spaces in such directory name among other things.

Alex

no i dont think so because now i write the folder to "X GTA (3)" and give more space in its parent dirs but MAP IO still read it xD

This post has been edited by xmen on Saturday, May 24 2008, 01:15
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H13N.H3N  
Posted: Saturday, May 24 2008, 01:46
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well.. this is not what i could call a solution but it's also important to know, in my case with 3DS Max 8, i worked pretty well with scripts of kams until i installed a package of additional materials, then i starting to get some weird problems with a script, GTA Materials script, it show (at date) a message telling me that a script aplication did not start correct, of course that issue causes that materials shows in weirds proportions and that the UV Unwrapers crashes the software, ye... kind of sh*t so i have to keep without packages, creating materials from zero, what is all this about? that sometimes, errors are fault of the software, not of the method, if something goes wrong with an easy operation it is cause something else is happening with your software. kep up anyway
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xmen  
Posted: Saturday, May 24 2008, 12:36
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yeah sometimes KAMS DFF IO corrupt the unwrapped UV textured thats why i dont use it anymore
i dunno what is the exact solution, but now i got it work and i dont have time to extract the solution, i dunno where is the mistake, KAMS script is wrong or autodesk is wrong, perhaps both xD
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H13N.H3N  
Posted: Saturday, May 24 2008, 21:26
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QUOTE (xmen @ May 24 2008, 07:36)
yeah sometimes KAMS DFF IO corrupt the unwrapped UV textured thats why i dont use it anymore
i dunno what is the exact solution, but now i got it work and i dont have time to extract the solution, i dunno where is the mistake, KAMS script is wrong or autodesk is wrong, perhaps both xD

aaa well... no fault at all, just unexpected result of two giants colliding jeje, never mind i guess if you can still work fine, as i told, must be the plus of wrong circumstances.
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xmen  
Posted: Friday, Jul 18 2008, 00:39
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oh i forgot to post the freaky working solution lol.gif first run the script, select dff path, select bmp* and import ipl, if nothing happens mean no model import then close the script and restart 3ds max and then do the same as above, this time im sure it will import, its something like registering the folder path in 3ds max or somewhere else and you need to restart only if that folder path is given first time else MAP IO script works and this way has been checked on several pcs and found working.

*tga sucks sometime in MAP IO script, so i never select it, if you want to change the images extension like to *.png then open that .max file in Hex Workshop, click on Edit > Replace or Ctrl + H, select Text String Type, write ".bmp" in find field(without "") and write new extension in Replace field (eg. ".png"), then first replace with option ASCII String then replace with Unicode String, save and thats it.
TAKE BACKUP FIRST
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Mark01  
Posted: Sunday, Feb 19 2012, 19:00
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Having the same problem right now... well, I tried what xmen said but it still doesn't work and can't let me import anything, when I used to mod VC and SA it worked flawlessly I'm not superstitious but heck I think I'm cursed with comps there's always bugs or error getting in the way and it takes me hours to fix them, generally I fix them myself but here I tried anything and wasn't able to get it working.

CODE
>inst
line  1
 Reading C:\Users\Mark\Desktop\solmodels\langrasspatch.dff...

 >>>Can't Find/Open C:\Users\Mark\Desktop\solmodels\langrasspatch.dff<<<

line  2
 Reading C:\Users\Mark\Desktop\solmodels\sw_bigburb_04.dff...

 >>>Can't Find/Open C:\Users\Mark\Desktop\solmodels\sw_bigburb_04.dff<<<

line  3
 Reading C:\Users\Mark\Desktop\solmodels\sw_bigburb_04.dff...

 >>>Can't Find/Open C:\Users\Mark\Desktop\solmodels\sw_bigburb_04.dff<<<


And the list goes on... and yep the models does exist in that folder 'solmodels'

I really need help because I could already have fixed many bugs for GTA:SOL whatsthat.gif

This post has been edited by Mark01 on Sunday, Feb 19 2012, 19:02
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xmen  
Posted: Monday, Feb 20 2012, 02:31
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QUOTE (Mark01 @ Monday, Feb 20 2012, 00:30)
Having the same problem right now... well, I tried what xmen said but it still doesn't work and can't let me import anything, when I used to mod VC and SA it worked flawlessly I'm not superstitious but heck I think I'm cursed with comps there's always bugs or error getting in the way and it takes me hours to fix them, generally I fix them myself but here I tried anything and wasn't able to get it working.

CODE
>inst
line  1
 Reading C:\Users\Mark\Desktop\solmodels\langrasspatch.dff...

 >>>Can't Find/Open C:\Users\Mark\Desktop\solmodels\langrasspatch.dff<<<

line  2
 Reading C:\Users\Mark\Desktop\solmodels\sw_bigburb_04.dff...

 >>>Can't Find/Open C:\Users\Mark\Desktop\solmodels\sw_bigburb_04.dff<<<

line  3
 Reading C:\Users\Mark\Desktop\solmodels\sw_bigburb_04.dff...

 >>>Can't Find/Open C:\Users\Mark\Desktop\solmodels\sw_bigburb_04.dff<<<


And the list goes on... and yep the models does exist in that folder 'solmodels'

I really need help because I could already have fixed many bugs for GTA:SOL whatsthat.gif

Map IO was too buggy, so I wrote one, X Scripts
Use Import IPL

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Mark01  
Posted: Monday, Feb 20 2012, 09:14
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Thank you xmen I tried your script but had different errors with different ipls,

1) it crashes 3dsmax

2) I'm getting this error, it doesn't work and only have the first 2-3 objects placed:
user posted image

3) if the script succeed to load, it ask me this:
user posted image
whatever I may choose, yes or no, it does this:
user posted image

So none of the ipls I tried worked, the errors are not random and only happens to certain ipl.

EDIT: Its working with SA ipls, but not with VC ipls, looks like the whole script is only for SA, craaaaaaaaap biggrin.gif

This post has been edited by Mark01 on Monday, Feb 20 2012, 09:23
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xmen  
Posted: Monday, Feb 20 2012, 15:27
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yes its for SA only
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Mark01  
Posted: Tuesday, Feb 21 2012, 15:59
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Do you think you could get the import ipl working for VC ? I have no idea how much work it would take though.. if you have to rewrite the whole script then forget about it biggrin.gif
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