KeMax failing to initialize in 3ds Max

Before 2012 3ds max was installed, it showed 32/64-bit. Now it only installed 64-bit. What do I do if I have a 64-bit computer if there isn't a KEmax 2012 64-bit?

Again, this is where the frustration lies. I gave you a link yesterday pointing you in the direction you need to go. Its in the other thread about the exporter. I won't do it again, as it took less than 10 seconds to find the answer using the search box. Here's a hint. Type in "32bit".
 
Before 2012 3ds max was installed, it showed 32/64-bit. Now it only installed 64-bit. What do I do if I have a 64-bit computer if there isn't a KEmax 2012 64-bit?

Follow along closely.....Go to Computer/boot drive(usually [C])/Autodesk/Autodesk_3ds_Max_2012_English_Win_32-64bit. Now run the "Setup32.exe". Once installed uninstall the Max 64 bit version. Now associate the Kemax plugin as before. Done!
 
What do I do if I have a 64-bit computer if there isn't a KEmax 2012 64-bit?
Do the same thing that the other 64 bit users are doing. It's really not that difficult. Why do you pretend you are in a unique position with a 64 bit OS?
 
Flare, this is the tute I sent you. I put it together, for Dummies like me, that need all the help they can get. If you can not follow these instructions, I think you should consider another line of work!
 

Attachments

  • ScreenShot001.jpg
    ScreenShot001.jpg
    68.5 KB · Views: 9
  • ScreenShot002.jpg
    ScreenShot002.jpg
    102.7 KB · Views: 10
  • ScreenShot003.jpg
    ScreenShot003.jpg
    72.3 KB · Views: 8
  • ScreenShot004.jpg
    ScreenShot004.jpg
    78.1 KB · Views: 8
  • ScreenShot005.jpg
    ScreenShot005.jpg
    69.5 KB · Views: 8
Flare, part 2
 

Attachments

  • ScreenShot006.jpg
    ScreenShot006.jpg
    139.1 KB · Views: 6
  • ScreenShot007.jpg
    ScreenShot007.jpg
    131.5 KB · Views: 6
  • ScreenShot008.jpg
    ScreenShot008.jpg
    152.5 KB · Views: 5
  • ScreenShot009.jpg
    ScreenShot009.jpg
    67.7 KB · Views: 5
  • ScreenShot010.jpg
    ScreenShot010.jpg
    77 KB · Views: 5
I can now export objects as .KEX format. As a test I created a bouncing ball as a roller coaster object. I used the "Dummy" helpers as the waypoints and named all of the frames correctly. Then when I imported it for RF, and went to the AP editor and clicked on the name of the object, in a split second the error window appeared (An unexpected error has occoured. Would you like to send an error report to knife edge software?). What happened???
The file is 99.5 KB.
 
Last edited:
The Saga has just started. Hey flare... just follow some of the examples in the tutorials the guys have made until you get your sea legs.
 
Flare, this is the tute I sent you. I put it together, for Dummies like me, that need all the help they can get. If you can not follow these instructions, I think you should consider another line of work!

I know how to do that. There is a readme file too.
 
The NUP delay for the ~CS_CART frame was 3.5 . The NUP lap time was set to 10.
There were 6 waypoints. 1 bitmap. Should I try re-importing the file?
 
no .....coagulate the wonkenater
BEFORE you set the nup for the hisenatered co-tabulated level
that should get you in the ball park of the waypoint bitmap file in your flaps folder
 
I would have attachments for the original .KEX and .MAX files, but those are invalid file types.
 
Last edited:
I have imported sevral static scenery objects now (one with a frame that has transperency (the glass ball on the column), and they are working fine.
 

Attachments

  • ScreenShot1359340838.jpg
    ScreenShot1359340838.jpg
    404.2 KB · Views: 9
  • ScreenShot1359340885.jpg
    ScreenShot1359340885.jpg
    385.6 KB · Views: 9
  • ScreenShot1359340910.jpg
    ScreenShot1359340910.jpg
    418.6 KB · Views: 8
  • ScreenShot1359341056.jpg
    ScreenShot1359341056.jpg
    447 KB · Views: 9
I imported a ferris wheel object mostly as a test to see if it would work, and everything works (although I had to delete the bitmap for the moon).
 

Attachments

  • ScreenShot1359399333.jpg
    ScreenShot1359399333.jpg
    310.1 KB · Views: 6
  • ScreenShot1359399356.jpg
    ScreenShot1359399356.jpg
    398.3 KB · Views: 3
  • ScreenShot1359399362.jpg
    ScreenShot1359399362.jpg
    385.3 KB · Views: 4
  • ScreenShot1359399378.jpg
    ScreenShot1359399378.jpg
    397.3 KB · Views: 3
You have to install the 32 bit version... not the 64 bit version. I think that is right?? Kex exporter worked for me when I installed that... I have 2013 64 bit, 2012 64 bit, and 2012 32 bit all installed at the same time.

Follow along closely.....Go to Computer/boot drive(usually [C])/Autodesk/Autodesk_3ds_Max_2012_English_Win_32-64bit. Now run the "Setup32.exe". Once installed uninstall the Max 64 bit version. Now associate the Kemax plugin as before. Done!

Don't mean to necro this thread, but um... yeah, wanted to thank you guys. I'm just getting started on this and the !@#1235 installer insisted on installing on the 64 bit installation by default.

My workaround was to run the installer, wait till it unpacked into the directory and quit and run the setup32.exe.

I think I've got the RF7 KEMax plug in working now - going to try my hands at a first model, but can I ask, would I wreck my current install if tried to install the 64 bit install in tandem i.e. I went back to the main directory of this program and ran that install as well?

Or maybe I should just get the latest version, edit the model on that, bring the max file back into 2012 to do the KEMax stuff, would that work?

Also, this post now is in an interesting place. I'm going to be trying my model in RF7 yet I found this thread in RF6.

What do you old hands here do about important info like this that spans several versions?

I only came across this thread after a google when I first got the error as the OP did, and I figured it had something to do with the program being 64 bit trying to run a 32 bit DLL (don't really know if it's possible, it may well be).
 
Back
Top