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inject new models?
Posted: Sun May 16, 2004 12:50 am
by howdyho
Well, I spent some time creating a new model in 3ds max for halo xbox, and have finished it (no textures yet).
After all of this, I proceeded in trying to use HMT 3.5 to import the model, replacing the plasma rifle. However I recieved an error message "Unable to read beyond the end of the stream". I have done a lot of research, and I am beginning to think that perhaps you can't insert new models, and you are only able to move around existing vertices on existing models? I have played a few mods where it seemed as though they had complete new models. Maybe they just did a good job. If someone could please inform me on whether or not what I am doing is possible, and if it is...what I am doing wrong (I cant find anywhere to explain what max2obj parameters to use while exporting models from 3ds max).
Thanks
EDIT - Also, would it matter that the handle is not welded to the energy things?
Posted: Sun May 16, 2004 1:08 am
by maca_§
1. thats a real clean model, well done
2. cant inject completely new models to xbox.(correct me if im wrong)
3. yeah people are just real good and move the verticies around
4. lastly yes i think it would matter. if you can weld it together it would be complete.
Posted: Sun May 16, 2004 1:25 am
by mattp001
oh and drop the poly count with multires. thats way too many.
Posted: Sun May 16, 2004 1:39 am
by howdyho
there is less vertices on the sword than there is on the plasma rifle.....does this matter? im not sure about the polys, but probably less there also. do they have to be exactly the same to work?
Posted: Sun May 16, 2004 1:43 am
by maca_§
yes. you have to have the exact same amount of vertices from the start.
Posted: Sun May 16, 2004 10:26 am
by howdyho
since i have less vertices on the sword...couldnt i just add a bunt of nonsense shapes/verticies inside the arms of the sword to bring the total up to the same as the plasma rifle?
whats options must be enabled on max2obj in order to make it work? (vertex scale, faces, ect.)
Posted: Sun May 16, 2004 4:20 pm
by howdyho
i tried what i said, i placed a plane in the middle of the energy things, containing the exact number of indices (faces?) and vertices needed. the sword now has the exact same number as the plasma rifle. when i try to import i get the same problem "unable to read beyond the end of the stream". any help is appreciated...
thanks
also....everything is welded into one object
Posted: Sun May 16, 2004 11:00 pm
by howdyho
Ok, i have isolated the problem with the hmt importing...
when i export the plasma rifle model to an obj format, then reimport the same file....hmt imports it successfully. however if i take the same obj file, import it into 3ds max, then export it as an obj file from 3ds max (without changing anything), i recieve this error:
the problem MUST lie in the options for the max2obj plugin:
I just dont know what options to use! i have been in search of an answer to this problem for hours and have found absolutely nothing.
i really need some help here. if someone could please explain to me what needs to be done, or point me to a tutorial or something, i would really appreciate it.
*also* - i have the correct number of vertices to inject, but how do i know if i have the correct number of indices? on a further note, what the hell are indices? (plural for index, according to dictionary.com...)
Thanks
Posted: Sun May 16, 2004 11:00 pm
by pokecancer
less vertices or indices will work. i've never had that error while trying to insert with hmt. try with an older version of hmt maybe. an indice is the point where vertices connect to.
Posted: Sun May 16, 2004 11:03 pm
by maca_§
pokecancer wrote:less vertices or indices will work. i've never had that error while trying to insert with hmt. try with an older version of hmt maybe. an indice is the point where vertices connect to.
i am pretty damn sure it does matter
Posted: Sun May 16, 2004 11:06 pm
by pokecancer
i know for a fact it doesnt.
Posted: Sun May 16, 2004 11:08 pm
by maca_§
pokecancer wrote:i know for a fact it doesnt.
well for milkshape it does. is it different with max6?
if not that, PM and tell me please
Posted: Mon May 17, 2004 12:13 am
by howdyho
ok for my clarification...on a cube with 8 vertices, there would be 24 indices (3 for each vertex)? or does the index only need to be defined once between 2 vertices (rather than one for a to b, and another for b to a)?
pokecancer - do you use max6? what options do you use when exporting to obj? like i said...when i reimport a model i just extracted using hmt it works fine. i only run into problems when i try to do anything in max6 (or nothing), and export to obj. this leads me to believe that the problem has something to do with exporting from max2obj.
-how do i see how many indices i have in max6?
Posted: Mon May 17, 2004 1:26 am
by pokecancer
im pretty sure you can't see the amount of indices. my only other suggestion is use milkshape. export and then open and save in milkshape maybe.
what options?
Posted: Mon May 17, 2004 6:33 am
by howdyho
i really need to know what options to enable when exporting to obj from max6. some of you must know becasue you insert new models all the time.
subobject error
Posted: Mon May 17, 2004 6:49 pm
by howdyho
ok....i tried what you said pokecancer. i downloaded milkshape and re-exported as an obj. this solved the stream error. i had to edit the model to get it to be under 3555 indices (i was over by 7000

), but the model still looks almost exactly the same, better i think actually. however while it was importing i recieved another error:
jesus christ.
if someone could let me know what needs to be done here i would REALLY appreciate it, i am so close to having this god damn sword in my game.
thanks
Posted: Mon May 17, 2004 8:10 pm
by howdyho
when i exported to polygons instead of triangles...the count changed to 245
Posted: Tue May 18, 2004 11:07 am
by CoolieG
wow, 132 people have viewed this but only like 5 have actually helped out.
Keep at it

Posted: Wed May 19, 2004 4:57 am
by AUSSIE_SPARTAN
Nice job Mate, hope you can figure out the problem.