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Error in EDM export...Corrupted 3D Studio Max?


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Hi,

I've parked for a while my project, and now going to do an export, I have many of this message:

 

Error: Parser error:[string "p={MapChannel:1 = UVChannel_1..."]:1: '<name>' expected near '1'.. Node: shock_absorber_front. File: .build\x86_64\vc141.release\Utils\NGModel_MaxPlugins\2017\Exporter\EDModelExporter.cpp:416.

 

Error: Parser error:[string "p={MapChannel:1 = UVChannel_1..."]:1: '<name>' expected near '1'.. Node: muffler. File: .build\x86_64\vc141.release\Utils\NGModel_MaxPlugins\2017\Exporter\EDModelExporter.cpp:416.

 

Error: Parser error:[string "p={MapChannel:1 = UVChannel_1..."]:1: '<name>' expected near '1'.. Node: brake_caliper_front. File: .build\x86_64\vc141.release\Utils\NGModel_MaxPlugins\2017\Exporter\EDModelExporter.cpp:416.

 

 

The strange thinks is, also going to export as FBX, my 3ds crash!

 

Some idea to try to fix the project without loose my work done so far?

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The Materials assigned to those Meshes are not Compatible w/ EDM.

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The Materials assigned to those Meshes are not Compatible w/ EDM.

 

Interesting, I think the "break point" was installation of some mental ray or something like that, without redoing all the unwrapping that was the most timewasting task of this project, can I try to delete all the material and do it again?

 

Thanks

FlighRIG => CPU: RyZen 5900x | RAM: 64GB Corsair 3000Mhz | GPU: nVIDIA RTX 4090 FE | OS Storage: SSD NVMe Samsung 850 Pro 512GB, DCS Storage: SSD NVMe Sabrent 1TB | Device: Multipurpose-UFC, VirPil T-50, TM WARTHOG Throttle, TrackHat, MFD Cougar with screen.

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What material format are you using?

 

You don't need to redo the unwrap. Re assign the materials to the model

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

 

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What material format are you using?

 

You don't need to redo the unwrap. Re assign the materials to the model

 

Uhm, I try to make a new (standard/scanline ) material, and assign to all the element in the scene.

 

o4jX4W7DmCTBtjXKsluuRo38TKFZJd

 

I've the same error when try to export to .edm :(

 

I've also try to do this steps ( script ) reported somewhere as "cleaning" material

 

objects.material = undefined

for i = 1 to 24 do meditmaterials = standard()

 

Even doing this steps, saving-closing-reopening the project in material manager I see the "old" scene material

 

5QpLr1rIYmqhDfgDw4jaZjbwqNnVZW

FlighRIG => CPU: RyZen 5900x | RAM: 64GB Corsair 3000Mhz | GPU: nVIDIA RTX 4090 FE | OS Storage: SSD NVMe Samsung 850 Pro 512GB, DCS Storage: SSD NVMe Sabrent 1TB | Device: Multipurpose-UFC, VirPil T-50, TM WARTHOG Throttle, TrackHat, MFD Cougar with screen.

Our Servers => [ITA] Banshee | Krasnodar - PvE | PersianConquest PvE Live Map&Stats | Syria Liberation PvE Conquest

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  • 1 year later...

You don't need anything there.

 

 

Make sure it's in editable format ie poly/mesh

 

When assigning a material click show in view port so there's a red mark on them

 

make cool the material

 

gqmVhHF.jpg

 

lZhE4x2.jpg

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

 

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