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P3D v2 3ds max export memory error

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211
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southafrica
Hey there guys

iv made a large carpark around 4K polys and 4 textures and i try to export the model from 3ds max 9 using the P3D SDK and it gets to around 88% every time and then give me the error message ''The application has run out of memory would you like to save a copy of your current scene" and its getting pretty annoying as i cant export this model to flight sim....iv tried alot even tried restarting the Pc and trying to export but i still get the same thing.....is there maybe a script or something that could help me out here?

thanks guys
 
I don't know what is causing your problem ... but it might be worth exporting as FBX or similar, then importing into a new scene to re-attempt export
 
I don't know what is causing your problem ... but it might be worth exporting as FBX or similar, then importing into a new scene to re-attempt export

Thanks hcornea for the quick reply ...will give it a shot! :)
 
If you have all of your polygons on 'one' material, then try creating a duplicate material, but change one slider setting 1%, then apply that material to half of your objects and try exporting again.
 
What are your system specs? What else is running at the same time? That error message is max running out of memory due to a system issue of some sort. That has been my experience in the past.
 
A 4k object is not very large at all. Not enough to exhaust a material
 
I agree. It is not a material issue. You won't get that error exporting out of Max. You would get that error during the compile of the .x file. The OP can't get Max to export that file.
 
System specs and texture resolutions plz.

EDIT: Also, since I don't know, the file extension you're trying to export too could be good to know.
 
What are your system specs? What else is running at the same time? That error message is max running out of memory due to a system issue of some sort. That has been my experience in the past.

hey :)

i have a I7 3770K and 16GB DDR3 RAM windows 7 ultimate 64 bit Nvidia GTX 660 , i have nothing else running at the same time as i always close all applications before exporting a large model i didn't think it was a RAM issue as i think 16GB is sufficient enough im using 2048*2048 textures for these models

System specs and texture resolutions plz.

EDIT: Also, since I don't know, the file extension you're trying to export too could be good to know.

hey :)

check above for system specs and im using 2048*2048 textures and exporting as a .X file with the P3D SDK
 
hey :)

i have a I7 3770K and 16GB DDR3 RAM windows 7 ultimate 64 bit Nvidia GTX 660 , i have nothing else running at the same time as i always close all applications before exporting a large model i didn't think it was a RAM issue as i think 16GB is sufficient enough im using 2048*2048 textures for these models



hey :)

check above for system specs and im using 2048*2048 textures and exporting as a .X file with the P3D SDK

One thing that comes to mind is a 32bit 3dsmax version, since with 16gigs of ram you shouldn't have issues like this at all. Second would be a memory leak somewhere...
 
One thing that comes to mind is a 32bit 3dsmax version, since with 16gigs of ram you shouldn't have issues like this at all. Second would be a memory leak somewhere...


it is the 32 bit version of 3ds max 9 don't think it is memory leak though because all my other programs run smoothly without memory errors i have the same error with my terminals when i export them all goes smoothly (sometimes) but after a export of my terminal i need to restart max in order to export anything else without a memory error
 
it is the 32 bit version of 3ds max 9 don't think it is memory leak though because all my other programs run smoothly without memory errors i have the same error with my terminals when i export them all goes smoothly (sometimes) but after a export of my terminal i need to restart max in order to export anything else without a memory error

It would be nice to monitor RAM usage through the task manager when you do an export of that scene if the error repeats itself. My guess would be that something is taking hold of your RAM memory that the 32bit 3DS Max can use (which would be the first 3-3.5 gigs of it actually). You shouldn't have this problem as Tejal says.
 
It would be nice to monitor RAM usage through the task manager when you do an export of that scene if the error repeats itself. My guess would be that something is taking hold of your RAM memory that the 32bit 3DS Max can use (which would be the first 3-3.5 gigs of it actually). You shouldn't have this problem as Tejal says.


thank you :) will give it a shot ! otherwise what i would do is re size the PSD file then export then re size them back to 2048*2048 and see what happens i hear from some people this may fix this problem or reduce the chances of this happening
 
thank you :) will give it a shot ! otherwise what i would do is re size the PSD file then export then re size them back to 2048*2048 and see what happens i hear from some people this may fix this problem or reduce the chances of this happening

My honest suggestion here would be just to simply stop importing psd files to max, period. They are too huge (especially as you up-rez the thing) to make it a good idea on a 32bit app. Each layer you add to it in photoshop adds as much as a same-rez bmp file of that resolution plus data for stuff like blending, etc (grayscale colored layer would add as much as a grayscale bmp, colored as much as a colored bmp).
 
What you use for textures in Max really doesn't matter, as only the names are exported anyway. However, if you overload Max with massive textures in .psd format, you are using up a LOT of your systems memory for no good reason...

...which may not leave enough free for the exporter .dle to do its job. Either re-save your .psd files as .png, or resize them to something more conservative such as 1024x1024 to reduce the memory consumed while in Max.

You can of course leave your textures in the sim at the same size you have now.

Why are you running a 32bit Max9 instead of the 64bit installation?
 
Bill has a good point. See if you can download Max 64 bit.

As a rule of thumb that I learned from my Gmax days, do not export with your textures 'on' or visible. Export in wire-frame view mode. This helps massively. I remember a maxxed out Gmax scene wouldn't export if I so much as 'opened' the view textures mode. I had to close out and return to Gmax in wire-frame mode 'only' and export, or it didn't have the memory to export.

If you have Max subscriptions, you can download the 2014 3DS Max and use the 64bit version SDK. ;) Just a heads up. If you do not have subscriptions and cannot afford it, then never mind. (Who can these days).
 
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