Type error: Call needs function or class, got: undefined.
Why is this happening and how can I fix it?
The line of text it highlights is:
id = toUpper tagID Uppercase
all it shows is cameras but no unit or anything....
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I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
I have no idea why nobody has mentioned this before.. but the scripts dont actually rollout any kind of User Interface of any kind..
I have tried running the scripts in 3DS Max 9 (old) and 3DS Max 2010 (quite new).
Both programs successfully load the UI of other scripts, but not these.
I have put them in the startup folder, outside of it, run them manually, opened them and evaluated/parsed them..
No errors are detected, so the scripts are accepted.. but they just dont load any UI.
I have also investigated the 'hammer icon', but none of the scripts appear there.
No errors, just no UI. Almost like the program goes to load them but then doesnt bother.
Both Max 9 and Max 2010 are FRESH installations, installed seperately of each other.
I installed 9 exclusively to use these plugins. It has never been used for anything (not even run before) and has no customisation of any kind.
When it didnt work i uninstalled it and rolled back my system, then installed 2010 instead.
Again, completely fresh install; never been used before. And again, the scripts didnt load any UI.
If it helps im running Windows XP SP2.
Edit: Ok, so there are 2 different MaxScript buttons. One button in the topbar menu, and another button inside an integrated tool window on a different part of the screen, which is opened by pressing the hammer. The "MaxScript" button on the top does absolutely nothing, while the "MaxScript" button on the hammer-opened window opens a new window, with MaxScript buttons that actually work. Then the program itself eventually appears on a 4th window attached to the bottom of the 3rd window, attached to the bottom of the 2nd window (which was opened with the hammer icon).
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
I started messing around with using Enviroment maps, but the exporter doesnt seem to reconize Cubic Maps.
Theres a model in sc2editor called AllEnviromentMaps.m3 that using only Envio maps and gives a pretty cool chrome effect.
I tried using a Bitmap type instead of Starcraft II Layer which has Enviro settings, but that didn't work either :/
You mean it doesn't show in the viewport? Well, the couplings are made just for the diffuse map :/ The StarCraft II Material is a modification of a standard material. So everything needs to be delegated to have any impact on the way the model is displayed in viewport.
I'll change that in the future update so that you can see as much as possible in the viewport/activeshade.
You mean it doesn't show in the viewport? Well, the couplings are made just for the diffuse map :/ The StarCraft II Material is a modification of a standard material. So everything needs to be delegated to have any impact on the way the model is displayed in viewport.
I'll change that in the future update so that you can see as much as possible in the viewport/activeshade.
No I mean it doesn't show up In Game.
Even by simply importing and exporting a model with Env will cause it to malfunction.
I'll attach a screenshot and files to better explain.
Well if you import model like TerranBuild.m3 you can see that it has animated kind of base. And it exports properly. But I couldn't recreate that effect so when you want to do it by yourself, it could not work.
Want to be my tester? I'm dead serious :) skype me on "leruster" if you are interested.
I have ribbons implemented, they are properly importing into max and exporting back into StarCraft editor.
There are two types of ribbons though: the ones that use srib structure and the ones that don't. The first ones are ribbons like lightnings and other ribbons which have defined end. The second ones don't have defined end. I want to release next update after I have both those functions working.
Besides the ribbons, I'm redoing the particles and adding forces which are used by particle systems, modifying the lights a bit, adding export tests, bone flags, in max layer management, bone handling, hit tests (which are IMHO the most important update in the coming version), sc2material display etc so there will be sooo much new stuff.
I don't want to really hold you guys waiting but that stuff takes time :)
Want to be my tester? I'm dead serious :) skype me on "leruster" if you are interested. I have ribbons implemented, they are properly importing into max and exporting back into StarCraft editor.
There are two types of ribbons though: the ones that use srib structure and the ones that don't. The first ones are ribbons like lightnings and other ribbons which have defined end. The second ones don't have defined end. I want to release next update after I have both those functions working.
Besides the ribbons, I'm redoing the particles and adding forces which are used by particle systems, modifying the lights a bit, adding export tests, bone flags, in max layer management, bone handling, hit tests (which are IMHO the most important update in the coming version), sc2material display etc so there will be sooo much new stuff. I don't want to really hold you guys waiting but that stuff takes time :)
I'm getting an error in 3DS Max 9:
Type error: Call needs function or class, got: undefined.
Why is this happening and how can I fix it?
The line of text it highlights is: id = toUpper tagID
Uppercaseall it shows is cameras but no unit or anything....
@Yaksmanofage: Go
Are you getting this error on import or the export? What do you have in scene?
If on import then what model are you importing? Give me more information
@Leruster: Go
Import.
Any unit model and this has happened to me every time I've tried to use it.
I haven't used this program for anything else so I imagine the "scene" is what I am seeing? If so, nothing. If not, what do you mean by that.
Sorry if I'm a little stupid, was planning on reading more about the program once I could get some units into it.
@Yaksmanofage: Go
I was asking about your scene because I thought that you want to export. Try newer version of max. 2009-2012 preferably
I have no idea why nobody has mentioned this before.. but the scripts dont actually rollout any kind of User Interface of any kind..
I have tried running the scripts in 3DS Max 9 (old) and 3DS Max 2010 (quite new). Both programs successfully load the UI of other scripts, but not these.
I have put them in the startup folder, outside of it, run them manually, opened them and evaluated/parsed them.. No errors are detected, so the scripts are accepted.. but they just dont load any UI. I have also investigated the 'hammer icon', but none of the scripts appear there. No errors, just no UI. Almost like the program goes to load them but then doesnt bother.
Both Max 9 and Max 2010 are FRESH installations, installed seperately of each other. I installed 9 exclusively to use these plugins. It has never been used for anything (not even run before) and has no customisation of any kind. When it didnt work i uninstalled it and rolled back my system, then installed 2010 instead. Again, completely fresh install; never been used before. And again, the scripts didnt load any UI.
If it helps im running Windows XP SP2.
Edit: Ok, so there are 2 different MaxScript buttons. One button in the topbar menu, and another button inside an integrated tool window on a different part of the screen, which is opened by pressing the hammer. The "MaxScript" button on the top does absolutely nothing, while the "MaxScript" button on the hammer-opened window opens a new window, with MaxScript buttons that actually work. Then the program itself eventually appears on a 4th window attached to the bottom of the 3rd window, attached to the bottom of the 2nd window (which was opened with the hammer icon).
@Leruster: Go
Alright. I'll see what I can do.
@TassadarCW: Go
Yeah, the hammer icon AND then MaxScript button and then the rollout menu. Behold! Here's the UI :)
@Leruster: Go
I started messing around with using Enviroment maps, but the exporter doesnt seem to reconize Cubic Maps.
Theres a model in sc2editor called AllEnviromentMaps.m3 that using only Envio maps and gives a pretty cool chrome effect.
I tried using a Bitmap type instead of Starcraft II Layer which has Enviro settings, but that didn't work either :/
Formally Kinkycactus
@ZombieZasz: Go
You mean it doesn't show in the viewport? Well, the couplings are made just for the diffuse map :/ The StarCraft II Material is a modification of a standard material. So everything needs to be delegated to have any impact on the way the model is displayed in viewport.
I'll change that in the future update so that you can see as much as possible in the viewport/activeshade.
No I mean it doesn't show up In Game.
Even by simply importing and exporting a model with Env will cause it to malfunction.
I'll attach a screenshot and files to better explain.
Formally Kinkycactus
@ZombieZasz: Go
That's interesting. I'll look into it!
Sorry if this has been answered before, but does this exporter support animated visibility, and if so how? Thanks
@Kanitala: Go
Well if you import model like TerranBuild.m3 you can see that it has animated kind of base. And it exports properly. But I couldn't recreate that effect so when you want to do it by yourself, it could not work.
Probably there's something that I just missed ;)
@Leruster: Go
Ok, thanks :)
Hey, @Leruster: Go
How's the progress going on? Any news about the ribbon thing?
@Zolden: Go
Want to be my tester? I'm dead serious :) skype me on "leruster" if you are interested. I have ribbons implemented, they are properly importing into max and exporting back into StarCraft editor.
There are two types of ribbons though: the ones that use srib structure and the ones that don't. The first ones are ribbons like lightnings and other ribbons which have defined end. The second ones don't have defined end. I want to release next update after I have both those functions working.
Besides the ribbons, I'm redoing the particles and adding forces which are used by particle systems, modifying the lights a bit, adding export tests, bone flags, in max layer management, bone handling, hit tests (which are IMHO the most important update in the coming version), sc2material display etc so there will be sooo much new stuff. I don't want to really hold you guys waiting but that stuff takes time :)
Awsome, I appreciate it :)
I'll help if your looking for testers! :P
Formally Kinkycactus
I set the specularity to 80, but ingame it shows the model sort of greenish. bump mapping still doesn't show.
@alexmach1: Go
Can you share the .max scene with textures?
@Leruster: Go
Great, it's alot of cool stuff. And I'll contact you as soon as I return home (somewhere in september).