Page 1 of 1
Posted: 07 Jan 2010, 06:48
rickyd
Hi good people.
Ok the ase tool ase2w does not work for me.
I have tried it several times with the same
bad results. The message reads like this.

PANIC: ASSUMPTION' specular rgb is [0..1]^3' wrong

Is this a map editor problem?
I may not have the maps setup right.
Any help with this would be appreciated.
I can't figure it out. :blink:

Posted: 07 Jan 2010, 07:38
human
i have probably never seen that message.
i wouldnt think there was any specular color to be exported.
did you not set up a specular color or map accidentally in the material editor in max? maybe when setting up the diffuse map (ie one of the track bmp pictures) for the multi/sub-object material?

Posted: 07 Jan 2010, 07:50
rickyd
Hi Human
what do you mean multi/sub-object material.
I saw something about a master material once
but I didn't understand what it was.
I have tried it on lots of tracks.
And get the same message on all.
I don't know?
Talk to you. :rolleyes:

Posted: 07 Jan 2010, 08:05
human
well, multi/sub-object is a type of material in max and the way how ase2w translates texturing to revolt. do you mean you have never set it up for track making in max? i may have misunderstood something, otherwise how did you make all your max-to-revolt tracks. now as im saying this im wondering if ase2w gave panic message, why did ase2prm not. you tried to convert the same model with ase2w first and after getting the error you went for ase2prm right? and it did the job?
there is a tutorial for the master material somewhere on the web but i couldnt tell where it is. hold on, i think there is one in the rvtmod7 documentations, check the rvtmod files, there are a lot of explanations there, its quite helpful. let me know if you find it or not.

Posted: 07 Jan 2010, 08:13
hilaire9
Create and Save a revolt.lib as described in ASE Tools docs in the
chapter 'Setting up the Material Editor'. This makes applying
textures much easier.

I have never seen that error.

All I can think of is that you selected in the Materials Editor
a Specular bmp and not a Diffuse bmp.

If you selected a Specular bmp ase2w might not like some
rgb setting for it.

Posted: 07 Jan 2010, 20:28
rickyd
:huh: Thanks guys
I will go read some about this.
It would be nice to get it to work.
Ill let you know if the light comes on.
C U later ;)

Posted: 07 Jan 2010, 23:04
rickyd
:unsure: This is what I was talking about.
I saw this before and I could not understand
what it was about.

So do I load all the maps in the same box?
From the multi subobject #s like 25-35?
I dont understand if I put each map in its
own box in the map editor or do all the maps
go in the one box.

I get frustrated with this cuz I dont get it.
I was messing with it and the map dont go
on the polys like they should.

So no light on yet.
I will keep messing around with this.
Later :blink:

Posted: 08 Jan 2010, 00:06
hilaire9
I had to try several times to get it right.

First i created a folder named bmps a-j.
I copied and pasted all the nhood1 bmps inside, and put this folder
where I can find it. I used this folder to select the bmps from.
It always stays in the same place. When making a track I just overwrite
theses bmps with new textures, keeping the file names the same.
Here is a pix of my Re-volt.lib open:


When you want to apply textures, open Materials Editor, click Get Materials,
on the Browser click Mtl Library. Select Re-volt ) as shown highlighted on the left.
The Re-volt.lib will open. If you want to apply a.bmp click sub mat A, then click
The Diffuse M box, the nhood1a will be selected and ready to apply.
The ASE tools docs does not say to use the nhood1 names for the bmps
but since I make all my tracks in the nhood1 folder it is easier if I use this name.

Posted: 08 Jan 2010, 01:05
rickyd
;) Thanks Hil
This helps it is still weird to me to do it this way.
I use to just put the map to the polys I wanted
it was easy.

I think I will understand this soon.
I just have to keep at it till the little light comes on.
Thanks again for you time to help me.
Your a buddy :D

Posted: 08 Jan 2010, 02:48
zagames
Don't you hate having to wait for the little light to come on? I do...

Posted: 08 Jan 2010, 04:44
rickyd
:D Ya I do!
It's not that bright any more.
Ok I set up the multy subobjects maps like Hil said.
I made a simple plane and selected some polys.
Then I select a map from the sub maps.
When I apply the map it gos on the polys that are not
selected?
Then I select the polys that got the map on them and
try to put a dif map to them but it wont work.
Is there some button I don't know about?

AA
AA
AA
HH
HH
HH
:o

Posted: 08 Jan 2010, 04:48
rickyd
O Hil where is the defuse m box?
I can't find it.
Thanks!!! ;)

Posted: 08 Jan 2010, 06:30
hilaire9
Did you make and Save a Re-volt.lib?
If you did it is selected in Materials Browser, click the Mtl Library
box to open all libraries, select Re-volt (the .lib file you should have Saved).
If it open like in the above photo, click the Sub mat bmp letter (a-j) and you
should see the Diffuse M box, click it the correct bmp is selected and is ready
to apply.

Posted: 08 Jan 2010, 07:49
rickyd
Ya I made it and saved it.
Now the problem is there is no control over
the maps. The first map I apply takes over
the entire mesh. Expect for the polygons that are selected.
I dont know why this is so different then normal mapping.
I should be able to put any of the 10 maps to any of the polygons
but it duz not work.
I found the m button thanks.
It still don't work.
My eyes are going to bleed.
:(

Posted: 08 Jan 2010, 09:30
zagames
That's how I do it ricky. The way to actually see the different textures: Change the Material - Set ID number, right above the smoothing groups. It should be related 2=b 3=c, etc... You can change the textures you want using this with faces, polygons, etc.

Posted: 08 Jan 2010, 13:48
human
as said above, ricky.
the way texturing for revolt happens in max is:
you set up one material that has 10 submaterials.
you apply the same material to every object, BUT you choose different submaterials for every poligon, you see?
so, to apply tha material do what you did, but to change the submaterial per poligon do what zach said.
the submaterial ID-s can be found in the poligon properties on the right side, same place where the smoothing groups are. you can see the texture on the selected poligon changing in the viewport when selecting different ID-s in the poligon properties.

Posted: 08 Jan 2010, 22:15
rickyd
:rolleyes: Thanks you guys!
Now maybe I will be able to make some cents
out of this.
It would be nice to get the ase2w to work.
I will go and see what kinda mess I can make
now. And I will let you know if I get it or not.
Hope this works.
Talk to U later. :D

Posted: 08 Jan 2010, 22:57
human
good luck ricky, just let us know if something doesnt work.

Posted: 09 Jan 2010, 03:27
rickyd
:huh: I mapped a plane with the sub maps.
Well I did several of the tests.
I then exported as ase.
Put the ase file in the level and ran ase2w
and I still get the same error message.
I have had it with this now 2 days of this
and I still cant get it to work.
Ill try more later I am burned out now.
My bottom is sore. LOL :lol:
Thanks for the input.
You guys are the best! :)

Posted: 09 Jan 2010, 04:08
hilaire9
ricky, email me this .max file and textures, also the .ase that will not export
correctly.

Posted: 09 Jan 2010, 05:47
rickyd
;) Hil I will make one up for you.
I will send it soon.
Thank you. :)

Posted: 09 Jan 2010, 10:39
hilaire9
ricky, the test.ASE you sent converted just fine,
test.w and test.ncp created.

The command I used: ase2w -morph test.ASE

The ase2w I used:
ase2w.exe (Properties-
Size: 152 KB (155,648 bytes)
Modified: Monday, July 29, 2002, 1:40:00 PM)

Posted: 09 Jan 2010, 21:21
rickyd
My ase2w is the same size as yours.
I dont get it? It works on your cpu?
I must be screwed.
Thanks for all the help. :huh:
Talk to you later.

Posted: 10 Jan 2010, 06:59
rickyd
Ok get this.
I sent the ase file to Hil and he said
it works.
So I took my re-volt tools and put them
on my laptop and guess what?
It works! What the hell?
I think ase2w doesn't like my video card
on my desktop cpu.
But any way I can use the ase2w now.
I also think it is possible to use it with out
setting the sub maps up.
I will do some tests and let you know.
Later

Posted: 10 Jan 2010, 08:07
rickyd
BEEP-BEEP----------BEEP-BEEP
NEWS FLASH
ASE2WORLD NEWS
BROUGHT TO BY THE BSBN
THE BULL SH_T BROADCASTING NETWORK
THE ASE2W FILE WILL WORK WITH OUT
SETTING UP THE MASTER AND SUB MAPS.
ALL YOU HAVE TO DO IS USE THE MAPS
IN THE MATERIAL MAP EDITOR.
THIS IS SO SIMPLE. :D LOL

Posted: 10 Jan 2010, 08:09
rickyd
;) O the dim light is on now.
Thanks you guys! :D