I have another question (tnx for the answer eq), is there a way to f**** kill OenAl ? I hear clicks in winamp everytime i paint something in photoshop with toolbag launched. Its like an interference in the dxaudio output with vista/seven i presume...
Launch a flash player in a website with toolbag launched you will hear a nice robotic sound with picture laging.
My mp3s sound like garbage with that thing (which is most annoying since we have no use for an audio routine in this otherwise neat piece of software)
I have another question (tnx for the answer eq), is there a way to f**** kill OenAl ? I hear clicks in winamp everytime i paint something in photoshop with toolbag launched. Its like an interference in the dxaudio output with vista/seven i presume...
Launch a flash player in a website with toolbag launched you will hear a nice robotic sound with picture laging.
My mp3s sound like garbage with that thing (which is most annoying since we have no use for an audio routine in this otherwise neat piece of software)
First i've heard of this, i honeslty have no idea. I'll see if one the programmers can help out. The tools shares a lot of the same resources(sound, physics, rendering, etc) as the game engine, to keep from having to rewrite or maintain all of that code separately, so its unlikely they would put together a build without openal.
jeff: well theres no way to disable openal
jeff: its worth updating your sound drivers, but if its a bug in openal then jeff: he could try set sound.volume 0 in the console, in case toolbag is making noise somehow
Is it possible to use textures with transparency/alpha map and an illumination map here? Thanks guys.
If you save your diffuse as 32 bit with the mask in the alpha channel, you can use a variety of blend options. AlphaTest is a simple "tick" and a value near the bottom of the material, and you can set alphablend, and various other blending modes at the top. I think this is all explained a bit more indepth in the readme.txt and covered multiple times in the thread here as well.
If you save your diffuse as 32 bit with the mask in the alpha channel, you can use a variety of blend options. AlphaTest is a simple "tick" and a value near the bottom of the material, and you can set alphablend, and various other blending modes at the top. I think this is all explained a bit more indepth in the readme.txt and covered multiple times in the thread here as well.
Thanks dude.. So it should be a 32-bit file, damn me.. I'm only saving my textures map as a 24-bit..
Since my post was looked over I'll ask again (Last post on the page!)
What are the chances we'll see multiple lights in Marmoset? Even two lights would make a huge difference presentation-wise. I wouldn't even mind if it was really mechanical, like one extra light, 90 degrees along Y and inverse XZ.
I just think a little extra presentation would go a long way! I've read through this thread and didn't see anything regarding the subject, so I thought it'd be good to clear up.
Since my post was looked over I'll ask again (Last post on the page!)
What are the chances we'll see multiple lights in Marmoset? Even two lights would make a huge difference presentation-wise. I wouldn't even mind if it was really mechanical, like one extra light, 90 degrees along Y and inverse XZ.
I just think a little extra presentation would go a long way! I've read through this thread and didn't see anything regarding the subject, so I thought it'd be good to clear up.
Thanks!
Well, the way the lighting works in the viewer, there are no "lights" persay. All the lighting comes from a cubemap(HDR Image based lighting). Now theoretically you could create any sort of lighting environment you want, but its a bit more of a pain to actually go about doing it(someone documented thier process a bit earlier in the thread).
Adding in support for multiple lights was something i asked for, for a very long time in developement that never got implimented, so i think its doubtful it will anytime soon. But thats not to say it will never happen.
For now i would suggest loading some of the different lighting environments, Trilight might suit you a bit better for what you're doing, i've never really liked it myself personally because ti doesnt have much ambience to it, but it will give the effect of multiple lights. Also, hold down shift+drag mouse to rotate the environment around, if you didnt know about that already.
First i've heard of this, i honeslty have no idea. I'll see if one the programmers can help out. The tools shares a lot of the same resources(sound, physics, rendering, etc) as the game engine, to keep from having to rewrite or maintain all of that code separately, so its unlikely they would put together a build without openal.
jeff: well theres no way to disable openal
jeff: its worth updating your sound drivers, but if its a bug in openal then jeff: he could try set sound.volume 0 in the console, in case toolbag is making noise somehow
I turned it off in the tooluser.cfg. No luck so far.
My drivers are up to date, i think its the way winamp decode sound that is the problem.
I have a similar thing if i launch an Asio4All driver with an app that use directsound (aka winamp), most of the time it sounds like the buffer is reduced to a point of auditive poisoning XD
Just out of curiosity, onboard sound? If you're having trouble with other app combinations maybe its just a not so hot soundcard. You should be able to pick up an audigy something something for like $20-50 or so.
I love it so much I am dying to take advantage off all this release has to offer, however I get this error when I attempt to load the plugin for 2009:
// Error: Plug-in, "stoogeExport_maya90" was compiled against too old a version of the Maya API and is thus incompatible with the current Maya version. (stoogeExport_maya90) //
Yes, but i like my crappy onboard soundcard, i have absolutely no problem other than toolbag (and no i don't use winamp with cubase :>), and my audio setup is perfect i don't want to spend more bucks for another useless power hungry card (already too much in the belly of the beast ahah)
I guess i will probably go with an other way: toolbag.exe noping. Tnx for the answers.
I love it so much I am dying to take advantage off all this release has to offer, however I get this error when I attempt to load the plugin for 2009:
// Error: Plug-in, "stoogeExport_maya90" was compiled against too old a version of the Maya API and is thus incompatible with the current Maya version. (stoogeExport_maya90) //
Please help!
You're trying to use the plugin for maya 9.0(maya 2008), there is no support for maya 10(maya 2009) and you can blame autodesk for the confusion
Yes, but i like my crappy onboard soundcard, i have absolutely no problem other than toolbag (and no i don't use winamp with cubase :>), and my audio setup is perfect i don't want to spend more bucks for another useless power hungry card (already too much in the belly of the beast ahah)
I guess i will probably go with an other way: toolbag.exe noping. Tnx for the answers.
I haven't used winamp in a long time, but how about chaning the audio method that it uses? I remember you could set different methods(directsound, etc).
I know when it won't work for me and it's on the loading screen I load up my model the diffuse then normal map <and then the FPS start to crawl to 0.237 fps after I load the normal map it doesn't get projected and then it says my tga's are probably compressed but they are NOT.
I reinstalled it multipule times, running out of ideas to get it working again what am I doing wrong .
Edit: I'll see bout updating my drivers but if anyone can help I'll supply screens of the errors that are displayed in red if needed.
You could just try loading and saving your TGAs again, also if you've got a really terrible framerate, you may be running another app that is fighting with it(some other 3d app, opengl?).
I just started using Marmoset today, and firstly, I must say that I love it. I'm still figuring it out, but so far its quite easy to use! Thanks 8Monkey!
after I load the normal map it doesn't get projected and then it says my tga's are probably compressed but they are NOT.
I had this problem aswell, and so I followed EQ's advice and tried to re-save the maps, and I noticed the problem. I had left on 'Alpha Channels' while saving as a 24bit file. I believe this is where the compression is coming from? With an Alpha channel, there would be 32bit (R+G+B+A=8+8+8+8 ), but I saved it as a 24bit file by mistake.
So..
-If you're using Alphas, leave 'Alpha Channels' on in the save prompt, and save as a 32bit file.
-If you're not using Alphas, turn off 'Alpha Channels' in the save prompt, and save as a 24bit file.
I just started using Marmoset today, and firstly, I must say that I love it. I'm still figuring it out, but so far its quite easy to use! Thanks 8Monkey!
I had this problem aswell, and so I followed EQ's advice and tried to re-save the maps, and I noticed the problem. I had left on 'Alpha Channels' while saving as a 24bit file. I believe this is where the compression is coming from? With an Alpha channel, there would be 32bit (R+G+B+A=8+8+8+8 ), but I saved it as a 24bit file by mistake.
So..
-If you're using Alphas, leave 'Alpha Channels' on in the save prompt, and save as a 32bit file.
-If you're not using Alphas, turn off 'Alpha Channels' in the save prompt, and save as a 24bit file.
Hope that helps.
I dont think this is the issue, there is a "compress RLE" option when you save a TGA, and i think that is what the compression error is about. It may be reporting incorrectly tho(the error) and actually be something else. I know i always had problems loading TGAs straight from max, so there may be some other wierdness, depending on exactly where your TGAs are coming from.
I've tried to get the toolbag to work with Maya 8.5 but with no luck. I can see it the plug-in list but cannot check it to loaded. Anyone else have this problem. (tried all .mll versions 7,8,9 nothing will load).
Bloodmoon: I don't use maya, so I can't offer any real solution there, but from realing the exporter/readme.txt my only guess is to make sure you're following those steps as best as possible and placing the correct files in the correct location?
edit: I knew your name was familiar Reeke. Checked out your 'folio and saw that you worked on II. I was quite interested in that mod a long time ago, atleast a year ago now, made a few posts on the forums and chatted on IRC. Nothing serious though. Welcome to PC!
I've tried to get the toolbag to work with Maya 8.5 but with no luck. I can see it the plug-in list but cannot check it to loaded. Anyone else have this problem. (tried all .mll versions 7,8,9 nothing will load).
I have had no luck with the Maya plugin so i just export OBJs (I use Maya 2009). I have had no big problems so far, only one problem which was marmoset reversing my face normals even though they were fine when i exported the OBJ from Maya. I just turned culling off and it was fine. Im running this on my macbook pro with Parallels and its made rendering game models in Maya a thing of the past!
dont you guys think models that got loads of metal on them look very flat? even shaded sides look like lighthened by ambient light, pic related (same spec, one from U3ed second MT)
Is there a way to get an object to do a smooth turntable rotation for presentation purposes?
A rigged, animated mesh could be exported from maya with the supplied plugin(maya 7, 8 or 9(2008)). I cant tell you exactly how to do this, but i think someone else got animation into toolbag at one point earlier in the thread.
dont you guys think models that got loads of metal on them look very flat? even shaded sides look like lighthened by ambient light, pic related (same spec, one from U3ed second MT)
This is pretty subjective, but no i don't think metal items look flat, in fact metal is the easiest, best looking thing you can do in marmoset.
I think you'll have issues taking content from one engine, designed specifically for that engine and ploping them into another with a totally different lighting system and expecting them to work without any sort of tweaking.
I think both images there look pretty flat, and more like a stone material than metal, to be honest. Smooth, dark diffuse + high spec with your detailing and texture in the spec, is an easy way to get some nice reflectivity, good metal material read and be sure to play around with the spec sharpness as well.
Marmoset tends to be a little over exposed, so try darkening your diffuse a bit as well in general.
Yeah, to make a 360, just export your model, along with a skeleton and animation file (using the Maya export tool), then load it all in Toolbag. (Have to load them one by one, open mesh, open skeleton, and add animation in the anim tab.)
Gotta make sure that "vertex skinning" is checked in your applied material, or it won't animate (heh, spent an hour figuring that out, stupid me).
maya displays with culling off by default, so 99.9% chance they are wrong in maya, not marmoset.
I double checked and the normals were fine in Maya so I re-exported an OBJ and and they were still reversed in Marmo. Could be a problem with the OBJ export.. I can't figure out the Maya exporter for Maya 2009 on OSX so I can't check to see if it would work as a ".mesh"
A rigged, animated mesh could be exported from maya with the supplied plugin(maya 7, 8 or 9(2008)). I cant tell you exactly how to do this, but i think someone else got animation into toolbag at one point earlier in the thread.
I guess i'll go digging for that :poly125: . If anyone knows how please post and thanks in advance!
I read earlier in the post other folks had the offset cursor problem also, but I couldn't find if it had been resolved. I coasted over the first few pages for an answer and didn't find anything. Can someone help me out? Thanks in advance.
I finally figured out the basics of the program and it is super nice to work with. Thanks a lot for the tool I will be using it often! Here is my first Marmoset Render
Particle: cannot load file"base/particle/impactwater/impactwaterbig.part"!
Sound: cannot open sound file "base/sound/impact/impactwater_large.wav"!
Cannot load audio file base/sound/impact/impactwater_large.wav!
Failed to open image 'base/texturelib/shield.tga'
Particle: cannot load file"base/particle/impactwater/impactwaterbig.part"!
Cannot load audio file base/sound/impact/impactwater_large.wav!
Failed to open image 'base/texturelib/shield.tga'
Particle: cannot load file"base/particle/impactwater/impactwaterbig.part"!
Cannot load audio file base/sound/impact/impactwater_large.wav!
Failed to open image 'base/texturelib/shield.tga'
For some reason, Marmoset isn't working. I had had this file downloaded a month ago, and tried it out then, and it worked. Now it says I'm missing files that should have already been there. I had re-downloaded twice, and the installing still hasn't fixed the problem. Could someone send me these files? Or is there an easier way?
Those are standard errors that shouldn't have any effect on the application working. Could you give some more information about what doesnt work with the program?
Replies
Launch a flash player in a website with toolbag launched you will hear a nice robotic sound with picture laging.
My mp3s sound like garbage with that thing (which is most annoying since we have no use for an audio routine in this otherwise neat piece of software)
First i've heard of this, i honeslty have no idea. I'll see if one the programmers can help out. The tools shares a lot of the same resources(sound, physics, rendering, etc) as the game engine, to keep from having to rewrite or maintain all of that code separately, so its unlikely they would put together a build without openal.
jeff: well theres no way to disable openal
jeff: its worth updating your sound drivers, but if its a bug in openal then jeff: he could try set sound.volume 0 in the console, in case toolbag is making noise somehow
If you save your diffuse as 32 bit with the mask in the alpha channel, you can use a variety of blend options. AlphaTest is a simple "tick" and a value near the bottom of the material, and you can set alphablend, and various other blending modes at the top. I think this is all explained a bit more indepth in the readme.txt and covered multiple times in the thread here as well.
Thanks dude.. So it should be a 32-bit file, damn me.. I'm only saving my textures map as a 24-bit..
What are the chances we'll see multiple lights in Marmoset? Even two lights would make a huge difference presentation-wise. I wouldn't even mind if it was really mechanical, like one extra light, 90 degrees along Y and inverse XZ.
I just think a little extra presentation would go a long way! I've read through this thread and didn't see anything regarding the subject, so I thought it'd be good to clear up.
Thanks!
Well, the way the lighting works in the viewer, there are no "lights" persay. All the lighting comes from a cubemap(HDR Image based lighting). Now theoretically you could create any sort of lighting environment you want, but its a bit more of a pain to actually go about doing it(someone documented thier process a bit earlier in the thread).
Adding in support for multiple lights was something i asked for, for a very long time in developement that never got implimented, so i think its doubtful it will anytime soon. But thats not to say it will never happen.
For now i would suggest loading some of the different lighting environments, Trilight might suit you a bit better for what you're doing, i've never really liked it myself personally because ti doesnt have much ambience to it, but it will give the effect of multiple lights. Also, hold down shift+drag mouse to rotate the environment around, if you didnt know about that already.
I turned it off in the tooluser.cfg. No luck so far.
My drivers are up to date, i think its the way winamp decode sound that is the problem.
I have a similar thing if i launch an Asio4All driver with an app that use directsound (aka winamp), most of the time it sounds like the buffer is reduced to a point of auditive poisoning XD
I love it so much I am dying to take advantage off all this release has to offer, however I get this error when I attempt to load the plugin for 2009:
// Error: Plug-in, "stoogeExport_maya90" was compiled against too old a version of the Maya API and is thus incompatible with the current Maya version. (stoogeExport_maya90) //
Please help!
I guess i will probably go with an other way: toolbag.exe noping. Tnx for the answers.
-N!
You're trying to use the plugin for maya 9.0(maya 2008), there is no support for maya 10(maya 2009) and you can blame autodesk for the confusion
Yes quadros are not supported.
I haven't used winamp in a long time, but how about chaning the audio method that it uses? I remember you could set different methods(directsound, etc).
Any news on whether There'll be a 10 supported .mll??
Thanks for the info!!
ok, I sorta thought that was the issue - this is an amazing app tho - I fell in love 5 mins after installing - so easy to use.
-N!
nope, you'll have to use OBJ for now.
I know when it won't work for me and it's on the loading screen I load up my model the diffuse then normal map <and then the FPS start to crawl to 0.237 fps after I load the normal map it doesn't get projected and then it says my tga's are probably compressed but they are NOT.
I reinstalled it multipule times, running out of ideas to get it working again what am I doing wrong .
Edit: I'll see bout updating my drivers but if anyone can help I'll supply screens of the errors that are displayed in red if needed.
but i've ran into a little trouble, it was working all well and fine until today, i decided to swap out my onboard audio card for a creative one.
after installing the drivers, i decided to get back to work, when i open the toolbag it seems to get stuck at
Loading preferences
NVIDIA Corporation
GeForce 8800GT/PCI/SSE2
3.0.0
i've not installed or change any gfx driver or settings
anyways, hope i get it to work again, here's my little render in marmo
cheeres, euge
Sorry if this has already been addressed.
I had this problem aswell, and so I followed EQ's advice and tried to re-save the maps, and I noticed the problem. I had left on 'Alpha Channels' while saving as a 24bit file. I believe this is where the compression is coming from? With an Alpha channel, there would be 32bit (R+G+B+A=8+8+8+8 ), but I saved it as a 24bit file by mistake.
So..
-If you're using Alphas, leave 'Alpha Channels' on in the save prompt, and save as a 32bit file.
-If you're not using Alphas, turn off 'Alpha Channels' in the save prompt, and save as a 24bit file.
Hope that helps.
I dont think this is the issue, there is a "compress RLE" option when you save a TGA, and i think that is what the compression error is about. It may be reporting incorrectly tho(the error) and actually be something else. I know i always had problems loading TGAs straight from max, so there may be some other wierdness, depending on exactly where your TGAs are coming from.
help me. I don't know what to do..:poly122:
Any id
Reeke: If you haven't already, make sure that all your drivers are up to date, or atleast the important ones;
-video http://www.nvidia.com/Download/index.aspx?lang=en-us
-sound http://support.asus.com/download/download.aspx?SLanguage=en-us
-PhysX: http://www.nvidia.com/object/physx_9.09.0203_whql.html
-OpenAL: http://connect.creativelabs.com/open...ds/oalinst.zip
Bloodmoon: I don't use maya, so I can't offer any real solution there, but from realing the exporter/readme.txt my only guess is to make sure you're following those steps as best as possible and placing the correct files in the correct location?
edit: I knew your name was familiar Reeke. Checked out your 'folio and saw that you worked on II. I was quite interested in that mod a long time ago, atleast a year ago now, made a few posts on the forums and chatted on IRC. Nothing serious though. Welcome to PC!
How would i go about loading the animation? Do i have to also export the animation and if so how would I do that?
A rigged, animated mesh could be exported from maya with the supplied plugin(maya 7, 8 or 9(2008)). I cant tell you exactly how to do this, but i think someone else got animation into toolbag at one point earlier in the thread.
This is pretty subjective, but no i don't think metal items look flat, in fact metal is the easiest, best looking thing you can do in marmoset.
I think you'll have issues taking content from one engine, designed specifically for that engine and ploping them into another with a totally different lighting system and expecting them to work without any sort of tweaking.
I think both images there look pretty flat, and more like a stone material than metal, to be honest. Smooth, dark diffuse + high spec with your detailing and texture in the spec, is an easy way to get some nice reflectivity, good metal material read and be sure to play around with the spec sharpness as well.
Marmoset tends to be a little over exposed, so try darkening your diffuse a bit as well in general.
Sweet, post some stuff already then you fake-french assclown.
Gotta make sure that "vertex skinning" is checked in your applied material, or it won't animate (heh, spent an hour figuring that out, stupid me).
I double checked and the normals were fine in Maya so I re-exported an OBJ and and they were still reversed in Marmo. Could be a problem with the OBJ export.. I can't figure out the Maya exporter for Maya 2009 on OSX so I can't check to see if it would work as a ".mesh"
I guess i'll go digging for that :poly125: . If anyone knows how please post and thanks in advance!
Sound: cannot open sound file "base/sound/impact/impactwater_large.wav"!
Cannot load audio file base/sound/impact/impactwater_large.wav!
Failed to open image 'base/texturelib/shield.tga'
Particle: cannot load file"base/particle/impactwater/impactwaterbig.part"!
Cannot load audio file base/sound/impact/impactwater_large.wav!
Failed to open image 'base/texturelib/shield.tga'
Particle: cannot load file"base/particle/impactwater/impactwaterbig.part"!
Cannot load audio file base/sound/impact/impactwater_large.wav!
Failed to open image 'base/texturelib/shield.tga'
For some reason, Marmoset isn't working. I had had this file downloaded a month ago, and tried it out then, and it worked. Now it says I'm missing files that should have already been there. I had re-downloaded twice, and the installing still hasn't fixed the problem. Could someone send me these files? Or is there an easier way?