11-05-12, 05:08 | #481 | |
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Quote:
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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11-05-12, 10:11 | #482 |
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Joined: Sep 2011
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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. |
11-05-12, 10:17 | #483 | |
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Quote:
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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11-05-12, 10:36 | #484 |
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Joined: Sep 2011
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the numbers of bones should be correct, i checked manually
Though i did manage to screen shot this: |
11-05-12, 10:48 | #485 |
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Joined: Apr 2011
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check textures in the .mesh.ascii file
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11-05-12, 10:48 | #486 |
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Joined: Nov 2011
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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] |
11-05-12, 11:01 | #487 |
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11-05-12, 11:23 | #488 | |
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Quote:
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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11-05-12, 11:34 | #489 |
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Joined: Sep 2011
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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 |
11-05-12, 11:35 | #490 | |
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Joined: Apr 2009
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Quote:
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 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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