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Old 11-05-12, 05:08   #481
XNAaraL
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Quote:
Originally Posted by Runa View Post
Ok.. if I remove vertices/doubles in Blender, XNALara can't even open the obj file. If I convert it in mesh.ascii I don't get any error message, but the enviroment appears invisible with just the root bone

The obj error says:

Could not load OBJ file.
Invalid face: missing normal index (line 427).

http://www.tombraiderforums.com/show...46#post6161846

Last edited by XNAaraL; 11-05-12 at 11:27. Reason: Added the original quote
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Old 11-05-12, 10:11   #482
Ken Murikumo
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Anybody Use 3ds max out there?

My models export to mesh.ascii from 3ds max with no problem (usually), but when i use the meshasciitobin.exe, the command line program crashes and an error message pops up really quick, then closes. I cant read it because it closes to quick.
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Old 11-05-12, 10:17   #483
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Quote:
Originally Posted by Ken Murikumo View Post
Anybody Use 3ds max out there?

My models export to mesh.ascii from 3ds max with no problem (usually), but when i use the meshasciitobin.exe, the command line program crashes and an error message pops up really quick, then closes. I cant read it because it closes to quick.
It's not necessarily 3ds Max's fault. You most likely have a wrong bonecount in the beginning of the .ascii, or one of the rendergroups is not set as it is supposed to be.

You can also try running the application from command line, that way you could see the error message. At least I think.
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Old 11-05-12, 10:36   #484
Ken Murikumo
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the numbers of bones should be correct, i checked manually

Though i did manage to screen shot this:

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Old 11-05-12, 10:48   #485
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Quote:
Originally Posted by Ken Murikumo View Post
the numbers of bones should be correct, i checked manually

Though i did manage to screen shot this:

[IMG]http://fc07.deviantart.net/fs71/f/2012/132/4/1/i_get_this_error_when_using_meshasciitobin_exe_by_ kenmurikumo-d4zft3i.jpg[/IMG
check textures in the .mesh.ascii file
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Old 11-05-12, 10:48   #486
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I usually meet this problem where there is something wrong in render groups, but this usually when I manually edit the mesh.ascii file and forget to add something or modify numbers in group textures.

By the way, about my problem with the enviroment, I was able to export the obj and load it correctly thanks to the screen of the thread you (XNAaraL) linked to me. Sadly the problem is the same as before and I removed tones of vertices:

[IMG]http://i46.************/2py5d3t.jpg[/IMG]

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Old 11-05-12, 11:01   #487
Ken Murikumo
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Quote:
Originally Posted by rexil View Post
check textures in the .mesh.ascii file
I honestly don't know what i'm looking for in the ascii. I found the texture sections for each meshgroup. 4 groups and 4 sets of textures
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Old 11-05-12, 11:23   #488
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Quote:
Originally Posted by Ken Murikumo View Post
I honestly don't know what i'm looking for in the ascii. I found the texture sections for each meshgroup. 4 groups and 4 sets of textures
Well for some strange reason max exports like this for me
5_sleeve_1.0_0.0_0.0
1 # uv layers
1 # textures
{9593912F-A778-45D6-A65F-6F21175A1C44}
0 # uv layer index

When the correct should be
5_sleeve_1.0_0_0
1 # uv layers
1 # textures
sleeve_d.tga
0 # uv layer index

It will give you errors if you try to convert the .mesh.ascii like that.
It's not a big deal for as I always setup the render groups and textures manually.

@ Runa- removing doubles won't fix that, you'll have to split the meshes.

Last edited by rexil; 11-05-12 at 11:38. Reason: typo
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Old 11-05-12, 11:34   #489
Ken Murikumo
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This is an example of one of the texture strings:

2_Material26_1.0_0.0_0.0
1 # uv layers
3 # textures
Human_M_Hood_diff.png
0 # uv layer index
dirt_null.png
Human_M_Hood_norm.png # uv layer index
1122 # vertices

Everything before and after are numerical strings

it doesn't look terribly different from what you got
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Old 11-05-12, 11:35   #490
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Quote:
Originally Posted by Ken Murikumo View Post
the numbers of bones should be correct, i checked manually

Though i did manage to screen shot this:

Wrong MeshAsciiToBin converter. I has fixed this BUG December 2009

Use XPS http://*************************/t192-x...ng-studio-1086

- Load the mesh.ascii file with XPS-->Modify-->Load_Generic
- Save the model as Generic_Item.mesh with XPS-->Modify-->Save_Generic

[IMG]http://i51.************/2ll20sh.jpg[/IMG]

Human_M_Hood_norm.png is not a valid number for the uv layer!
And the value which determines how many textures are assigned is less than the number of the enumerated images.
Code:
2_Material26_1.0_0.0_0.0
1 # uv layers
3 # textures
Human_M_Hood_diff.png
0 # uv layer index
dirt_null.png
Human_M_Hood_norm.png # uv layer index
1122 # vertices
3 textures required -- but only 2 images
change it to
Code:
2_Material26_1.0_0.0_0.0
1 # uv layers
3 # textures
Human_M_Hood_diff.png
0 # uv layer index
dirt_null.png
0 # uv layer index
Human_M_Hood_norm.png
0 # uv layer index
1122 # vertices

Last edited by XNAaraL; 11-05-12 at 12:15.
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