Mod creation progress

I have a lot of PDF's from the site back in the day but it was just the core tutorial ones. Nothing about shapes error. I've run into a lot of weird issues when it comes to modding whether it was NR2003 modding, Fallout 4 modding, or Skyrim modding. Some of these extremely complex or absolutely nonsensical errors in troubleshooting that make me sink days of lost time into that I couldn't fathom what it was. For all of those times though this has always been my tried and true solution that always ended finding the fix in trobuleshooting:

In this case with NR2003:
If all else fails after you try these things if you are willing, you can pm me your working 3ds scene file and psg script and I can see if I can get it to compile or I run into the same issue.
 
I have a lot of PDF's from the site back in the day but it was just the core tutorial ones. Nothing about shapes error. I've run into a lot of weird issues when it comes to modding whether it was NR2003 modding, Fallout 4 modding, or Skyrim modding. Some of these extremely complex or absolutely nonsensical errors in troubleshooting that make me sink days of lost time into that I couldn't fathom what it was. For all of those times though this has always been my tried and true solution that always ended finding the fix in trobuleshooting:

In this case with NR2003:
If all else fails after you try these things if you are willing, you can pm me your working 3ds scene file and psg script and I can see if I can get it to compile or I run into the same issue.
Good, I'll try to make a single cube mesh with a textures a bit like your cube mod and see where it leads me. I'll kepp you posted. Thank you mystical
 
So here's what I come up with.

First of all, I try the cube mesh thing and it gives me the same error. So, I assumed that the issue was with max 8. I ended up sending my scene to a member of the OM3GA team and it works on his side. There was still plenty of errors, but at least we know it's not the scene itself, but my 3ds max.

The problem now is to get it fixed. I try to reinstall it from zero and it's still the same. I'm out of ideas. Could it be because I'm on windows 11?
 
I have a 3ds max 8 setup here you can follow and see if it differs from your installation process: https://www.adrd-forums.net/index/threads/3ds-max-8-setting-3ds-max-8-up-for-nr2003.88/

I used 3ds Max 8 on Windows 10 and it worked fine. Then when I build my new pc in 2023 May with Windows 11 its still working great with no issues so shouldn't be an OS problem.
The problem is I followed this exactly. There's one issue however. When I open max8, the papy r6 is "deffered". So, I'm forcing it to load, but it don't changes anything. What's stranger is that if I reopen max8, the papyr6 comes back to the "deffered" state. Almost sure it has something to do with this.
 
Yeah the most likely is the issues, the plugin probably is not loaded correct so when you export it just exporting nothing or at least the meshes incorrectly.
 
Yeah the most likely is the issues, the plugin probably is not loaded correct so when you export it just exporting nothing or at least the meshes incorrectly.
Do you know what I can do? Even loading it manually isn't working.
 
It being deferred status I don't think is the root cause, but not sure why you get an error as I never have. Mine also always shows deferred in plugin manager but works just fine:
1717893759105.png

according to 3ds max this is a fine status: A defer loaded plug-in DLL will not be loaded into memory until required
 
It being deferred status I don't think is the root cause, but not sure why you get an error as I never have. Mine also always shows deferred in plugin manager but works just fine:
View attachment 4688

according to 3ds max this is a fine status: A defer loaded plug-in DLL will not be loaded into memory until required
I'm back to the start with this haha. There's something wrong in my max8, but can't get my finger on it. I will turn crazy with this. Are you using compatibility mode, administrator mode or any others settings in the file proprieties with max8 on win11?
 
I run it with administrator, I also have the SP3 installed. No compatibility mode.
I try with these exact settings and it's still the same. It tells me that the source file contains no shapes and whenever I try to open a scene from tutorial files, I got an error saying that the file is corrupted. 1717977194494.pngI'm starting to think I will never get it fixed...
 
Which tutorial file you opening giving the error? The cup rockstar one?

But yeah never had errors opening any of my 3ds files.
 
Which tutorial file you opening giving the error? The cup rockstar one?

But yeah never had errors opening any of my 3ds files.
This is Matt's tutorial files from SRD. The cup rockstar one gives me the same error too.
 
yeah might be something with the installation or pc. My next thing I'd try in terms of trial and error is if the issue happens with a different pc you have. If it doesn't then you know its specific tot he pc and not installation of the software.
 
I try it on another computer and it gave me the same error. Will try on my laptop. If it din't work, it's something with 3ds max8 installation.
yeah might be something with the installation or pc. My next thing I'd try in terms of trial and error is if the issue happens with a different pc you have. If it doesn't then you know its specific tot he pc and not installation of the software.
 
Not working on my laptop too. So, it's something that goes wrong while installing 3ds max 8 or a parameter in it that breaks the pas file
 
Are you using the files from my tutorial thread? Just trying to think what else it could be as those are the same files I've used to install and 3ds max and the pas export plugin works fine.
 
Are you using the files from my tutorial thread? Just trying to think what else it could be as those are the same files I've used to install and 3ds max and the pas export plugin works fine.
Yes, I followed it. I will enumerate all the steps I did.

1- I download 3ds max 8 from here: https://adrd.sfo3.digitaloceanspaces.com/NR2003_Files/Mod_Tools/3dsMax8+SP3.7z (see pics for content)
2- I also download the plugins here: https://drive.google.com/file/d/1o8-mDZ7AR9HnvLo3ObvZMeSWkLLczCJ0/view?usp=sharing (see pics for content)
3- I run the Max8 setup, use 666-12345678 as a serial and wait for it to finish
4- I restart my computer and open up the keygen.exe
5- I generate a key with my request code, put it in max8 and I got a message saying activation complete
6- I run the SP3 setup and wait for it to finish.
7- I dropped all the plugins in C:\Programs Files (x86)\Autodesk\3dsMax8\plugins (see pics)
8- I open 3ds max 8 and change the theme to black, the texture size to 512, the levels to 500 and the units to meters (like here: https://www.adrd-forums.net/index/threads/3ds-max-9-setting-3ds-max-8-up-for-nr2003.88/
10- I also got two errors when opening it. These two (the second one is the one you said it's not important:

1718073496575.png1718073523886.png

11- I import my scene with my mod, I select all of my objects, make sure to convert them to an editable mesh and click on export as:
1718073751068.png

12- I select pas for the export option and click on save

1718073965354.png

13- Finally, I move the car.pas to my working folder, copy all the textures to the same directory, copy also the interior.pas and the rearview.pas from the tutorial files, move the make3do with all of his dlls and run it trough cmd as admin.
14- Finally, it gives me the same error: Source file contains no shapes

P.S: This is the files of 3ds max 8 I used, the ones you provided in your thread

1718072943195.png

That's all I'm doing, maybe there is something wrong in this process (I hope there is haha)
 
Few things to try:

- When exporting is your file adding the PAS at the end? Also just a FYI when compiling you don't need the textures in your compile folder, make 3do only references the psg and pas files.

- Also I notice your export language is not English? Is that a different setting you changed? Could be possibly the papy dll gets confused writing the file, it may only have been coded to work in US language in 3ds max, just trying to eliminate any difference.

- Lastly I don't run make3do.exe as admin, I called the script from a bat file (also not in admin mode) could be another reason its having issues maybe.
 
Few things to try:

- When exporting is your file adding the PAS at the end? Also just a FYI when compiling you don't need the textures in your compile folder, make 3do only references the psg and pas files.

- Also I notice your export language is not English? Is that a different setting you changed? Could be possibly the papy dll gets confused writing the file, it may only have been coded to work in US language in 3ds max, just trying to eliminate any difference.

- Lastly I don't run make3do.exe as admin, I called the script from a bat file (also not in admin mode) could be another reason its having issues maybe.
Man I can't believe it!!! I changed my 3ds max language and it's working!!! :eek: THANK YOU SO MUCH MYSTICAL!!!! I would finally be able to have some progress on my mod. :cool:
 
Glad to help and glad we found the resolution. :)

What you went through is basically what I go through (or used to) on a quarterly basis with mod making. I'd say out of all the times I ran into a time sink issue 9/10 it was some inconspicuous change with a model or small setting/step in the program that ended up being the 'problem'. I'm so used to it now I just do a process of elimination, go back to the basics, and take brick by brick of the house down analyzing any changes until finally it all comes together. I think some in the NR2003 community (or any mod community) think good mod creators are just proficient right out the gates but its not true, everyone is learning and improving and they only got good by perseverance.

For example one time I still remember to this day: 7 years ago when I was deep into modding a weapon for Fallout 4 I had a custom animation for the gun, only probelm was whne I tested in-game the animation I made for my weapon was not working right. The hands on the character were never following it but the rest of the character was. I spent and entire week (like 5+ hours each day after work and hours on the weekend trying to figure out the hands were not following the gun ... it turned out to be a small animation node on the hands I didn't parent to the gun so 3ds Max didn't know to export those bones on the skeleton to follow my animation ... a simple 'parent' link that literally took me less than 30 seconds to link on each hand. Sometimes, actually, a lot for the times its the small things that end up being the show-stopper and you end up wasting hours to figure out what it is.

Now that we know the answer to your issues I'll update my 3DS Max trouble shooting article to include language must be US English, I figured it could be the issue as I remember some plugins/tools had issues if a program was not in the native language the script was made for. Guessing the papy6.dle never had any translations in it so it gets confused and just spits out missing content for the PAS.
 
Glad to help and glad we found the resolution. :)

What you went through is basically what I go through (or used to) on a quarterly basis with mod making. I'd say out of all the times I ran into a time sink issue 9/10 it was some inconspicuous change with a model or small setting/step in the program that ended up being the 'problem'. I'm so used to it now I just do a process of elimination, go back to the basics, and take brick by brick of the house down analyzing any changes until finally it all comes together. I think some in the NR2003 community (or any mod community) think good mod creators are just proficient right out the gates but its not true, everyone is learning and improving and they only got good by perseverance.

For example one time I still remember to this day: 7 years ago when I was deep into modding a weapon for Fallout 4 I had a custom animation for the gun, only probelm was whne I tested in-game the animation I made for my weapon was not working right. The hands on the character were never following it but the rest of the character was. I spent and entire week (like 5+ hours each day after work and hours on the weekend trying to figure out the hands were not following the gun ... it turned out to be a small animation node on the hands I didn't parent to the gun so 3ds Max didn't know to export those bones on the skeleton to follow my animation ... a simple 'parent' link that literally took me less than 30 seconds to link on each hand. Sometimes, actually, a lot for the times its the small things that end up being the show-stopper and you end up wasting hours to figure out what it is.

Now that we know the answer to your issues I'll update my 3DS Max trouble shooting article to include language must be US English, I figured it could be the issue as I remember some plugins/tools had issues if a program was not in the native language the script was made for. Guessing the papy6.dle never had any translations in it so it gets confused and just spits out missing content for the PAS.
It's really great that you thought that the language could break the pas file and that was actually the problem. I can never thank you enough. Hope this will prevent others to have this issue.

I can say that it was really difficult at times to still have the motivation to continue my mod and, without you, I probably wouldn't have finished and would probably have given up, but hey it works! I will continue to work on it and hope to succeed.

THANKS AGAIN!
 
I got it import in game!! I have some issues with the textures, but I'm almost sure I'll be able to fix them. However, I noticed a weird thing about my models. At some angles, some objects become transparent. I guess it's something to do with the render option "2 faces sided", but when I try it, it breaks the game wich leads me to conclude that nr2003 can't handle 2 faces sided. So, I don't know what I can do.
NR2003 2024-06-12 11-27-00.pngNR2003 2024-06-12 11-28-26.png
NR2003 2024-06-12 11-50-50.png
 
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