daza7 Posted April 21, 2016 Posted April 21, 2016 (edited) http://imgur.com/dmbN35a It just wont disappear someone was kind enough to try to help me earlier with some videos on setting up 3DSMax i followed them but I still got this error. The export error Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Sphere. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525. Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane_031. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525. Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Circle_032. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525. Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane_021. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525. Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane.031. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525. Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Circle.032. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525. Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane.021. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugi ns\2014\Exporter\EDModelExporter.cpp:525. http://imgur.com/4Jmc9fm <my material nodes Edited April 21, 2016 by daza7 add info
Jacks Posted April 21, 2016 Posted April 21, 2016 Have you set each material as 'cool'? System Specs: i7 8700k @ 5.0GHz (not delidded), ASRock Extreme4 Z370 MOBO, EVGA GTX 1080 SC 8GB, 32GB Corsair Vengeance LPX 3200MHz DDR4 RAM, Samsung Evo 240GB SSD, Samsung Evo 500GB SSD, 1TB HDD, Noctura NH-D15S Heat Sink, Acer VE278H 27" 1080p Monitor, Ocukus Rift CV1. Controllers: TrackIR 5, Thrustmaster HOTAS X, Saitek Throttle Quadrant (with DIY removable collective mod), Saitek Pro Flight Rudder Pedals. Just trying to keep my number of takeoffs and landings equal!
SVKSniper Posted April 21, 2016 Posted April 21, 2016 Daza check object in 3ds with same name on model: Sphere, Plane_031, Circle_032, Plane_021.... Support my work
daza7 Posted April 25, 2016 Author Posted April 25, 2016 Daza check object in 3ds with same name on model: Sphere, Plane_031, Circle_032, Plane_021.... I did :) all have uv maps Have you set each material as 'cool'? Have done this
joey45 Posted April 25, 2016 Posted April 25, 2016 Make a material and make it cool then add it to the whole mesh > export see if it works if it does then add the uvs one by one while exporting. EDIT: also how are you exporting File export as or by the export tab thingy pop up? The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
SkateZilla Posted April 25, 2016 Posted April 25, 2016 please post a material editor slot screenshot Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
daza7 Posted April 26, 2016 Author Posted April 26, 2016 (edited) Make a material and make it cool then add it to the whole mesh > export see if it works if it does then add the uvs one by one while exporting. EDIT: also how are you exporting File export as or by the export tab thingy pop up? I'm exporting using FBX binary 7.4 with the UV box selected, I also tried exporting with OBJ ofcourse with UV's selected. furtermore I tried exporting via .3ds which made no difference. please post a material editor slot screenshot bottom half http://imgur.com/LrUZeDs top half http://imgur.com/NgJrDtT Edit if you both want i can link the clean .blender file so you can both look at it and see if it is broken for you. Edited April 26, 2016 by daza7
daza7 Posted April 26, 2016 Author Posted April 26, 2016 Joey was referring to your 3ds max edm export. Ok update. I managed to finally get the model into ed model viewer. but it is completely hit and miss on the export. %50 of the time it gives me some chinese character error the other %50 it imports it into ed model viewer at a huge scale. I had to remap all of the uv maps then edit the channel info. however the model looks like a complete mess now that it edited some of the objects 3d position. Maybe i need to force apply the position scale and rotation of it. edit for people that want to see my .edm settings. http://imgur.com/Pjgfy80
joey45 Posted April 27, 2016 Posted April 27, 2016 (edited) In the EDM Export Toolbar options you can change the scale it exports in the 'model Scale' dropdown box. Also what version are you using? Edited April 27, 2016 by joey45 The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
daza7 Posted April 27, 2016 Author Posted April 27, 2016 In the EDM Export Toolbar options you can change the scale it exports in the 'model Export' dropdown box. Also what version are you using? I am using yesterdays (26/4/2016) build for both the EDM export plugin and EdModelViewer.
CHAPE Posted June 16, 2020 Posted June 16, 2020 I understand that the question is old, but maybe someone will come looking for a solution I was struggling with this problem Confirm that there is no user definition in the object properties, it seems that EMD export does not want any of this there
Hawkeye60 Posted July 22, 2020 Posted July 22, 2020 I can help! I recently had this exact same issue crop up. It would only occur when opening a older max file. For reasons unknown, Max picks up all kinds of object info, and places it in the properties user box dialog. CHAPE is 100% correct. Open each object's properties box, click the user section, Right click, select all, right click, delete. You must do this for every object listed. To help find the offenders, Select all, Click the "select by name " box and search. Once I did this, the edm exported fine. Hope this helps. "Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."
SkateZilla Posted July 22, 2020 Posted July 22, 2020 If You Select All, Open Properties and Type Anything: (ie "TEST") in the User Defined, Press OK, It will Make User Properties for All objects the same, Repeat and Clear the User Defined, to Clear all objects. Quicker than going Object by Object. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
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