Loco exported from 3ds max -- but problems

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Iron Horse
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Loco exported from 3ds max -- but problems

Post by Iron Horse » Fri Dec 01, 2006 12:00 pm

I got this loco exported from 3ds max 5 and running in SMR.

But I have some problems.
I am only able to export from max as nif files and not kfm.
As Max nif exporter does not export KFM or KF.
Nift tools will import the nif file but again niftools will not export it as a kfm or KF.
Plus as you can see in the screenshot the loco is black.
Is this a setting in 3ds max I need to change to get the colour correct?

What is the difference between a NIF ,KF and a KFM?
Apart from KFM and KF files being much smaller than a nif.

Also forgot to ask.
Animation kind used is bones from what I tell from importing a smr nif in
3ds max.

Max has a selection of diffent bone kinds.
Anyone know what kind of bone is used?

I never done bone animation before as I always used keyframed
dummy animation in the past.

Animations seem to be stored in the KF.
Again 3ds max does not export these.
As this is not implemented in the exporter.
So it seems animations are not possibe using 3ds max and the nif exporter.
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Gackbeard
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Post by Gackbeard » Fri Dec 01, 2006 3:12 pm

How are you exporting from Max to NIF?

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Iron Horse
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Post by Iron Horse » Fri Dec 01, 2006 3:26 pm

I am using the Nif max exporter found at the SourceForge.net website.
I use the Civ4 option to export.
As it is the only one I found that works.
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eilelwen
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Post by eilelwen » Fri Dec 01, 2006 5:11 pm

ok I know whats wrong. You havn't set the nif file up properly even if you export from MAX you still need to do parts of my tutorial that I wrote. I'm hopeing that when the release the max files they are nice enough to release there export tool, that also might help everyone out.

Funny, the nif exporter I have found for max can export kf files. not sure about kfm thought.

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Iron Horse
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Post by Iron Horse » Sat Dec 02, 2006 7:21 am

I re-installed my max 8 30 day trial so I could try the civ4 exporter.
However I still have the same problem with the model being black.
So unless Firaxis release a 3ds max exporter plugin for railroads
I will not bother trying to get new content into railroads.
As I cannot use nikscope as it is too confusing for me.

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Kinniken
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Post by Kinniken » Sun Sep 09, 2007 8:41 pm

Has anyone solved that "black loco" problem? I'm having exactly the same issue with a city building (but not when using the same NIF as a decoration, weirdly enough)...

TIA,

K.

snoopy55
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Re: Loco exported from 3ds max -- but problems

Post by snoopy55 » Mon Sep 10, 2007 3:29 am

Iron Horse wrote:What is the difference between a NIF ,KF and a KFM?
Apart from KFM and KF files being much smaller than a nif.
If you open NifSkope and load a NIF file you will see a white on blabk figure of it on the screen and the makup (which you can edit) on the left side. Click on 'View' and check 'Block Details' and 'KFM'. The KFM now shows on the right side. The KFM is a make-up of the action, or KF files, the KF files being the movement in whatever you make. Basicly, the KFM is a 'Loop Program' and the KF files are the 'Instructions' for that program. The NIF is the structure around which that program runs.

I hope you understood that..... :twisted:
I'm correct 97% of the time..... who cares about the other 4%....

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Lowell
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Post by Lowell » Sun Sep 23, 2007 3:51 am

I had the same trouble. I found the Nif tools for Blender free. I am trying that right now with a few models I have.

Have you tried Blender with the Nif tools yet?

EDIT//After working on these models I found that inside NifScope you need to add "Lighting" for your models...that is why they are mostly black. I should have found this much earlier...as I have run into simular troubles with lighting models in other games. :roll:

So make sure you check off the export lights box as well...or look through other game models and duplicate the environment settings.

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