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So, what to do about "could not find meta data " ?


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#1
princecorg

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Hi everybody,
I've been looking for an answer on this forum for quite a long time but i haven't been able to find a way.

Here's the problem.

When retexturing a structure with DATool (in my case i retextured fhe_cotte_0.mmh with  new master textures) i can import the new structure in a test level (visible in the level editor) but i've got the "can't find meta data for object xxx" when trying to calculate the lightmaps.

I've read that it as to do with some missing information in the msh file but don't know how to deal with that.

Can someone please explain what to do as i'm really willing to retexture a lot of structures or props.

Any help will be appreciated Image IPB

#2
BioSpirit

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If you change the model's name you need to create a meta file. It's a XML file with a postfix *.met. In your case it's OK to take a copy from the meta file of the original model and rename it. If I recall the meta files are located in arttools.erf. Can't check it out right now.

Modifié par BioSpirit, 14 avril 2010 - 07:38 .


#3
princecorg

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thanks a lot. I'll try as soon as possible.

#4
princecorg

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okay.

Not working for my val_cotte_0.mmh (originaly fhe_cotte_0.mmh) as it seems that this mesh is a mix of different meshes.
I tried with one of its componants (fhe_midtall_0.mmh) retextured it and renamed it as val_midtall_0.mmh. I extracted the .met from the erf (you were right about artools.erf) renamed it without modifying it and joined it with the mmh, phy and mao in my module core data folder.
Shadows are working well for it.

Do you have a advise for my val_cotte.mmh or do i have to build it in the level editor from all basic componants ?

Forgive my poor english as it's not my native language.

Modifié par princecorg, 14 avril 2010 - 09:36 .


#5
BioSpirit

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princecorg wrote...
Do you have a advise for my val_cotte.mmh or do i have to build it in the level editor from all basic componants ?

I just don't know. There are two things you could check.

1. The model names in the <DependencyInformation> section of the meta file (val_cotte.met).
2. Are the names of the mesh groups equal in val_cotte.mmh and val_cotte.met ?  They should be unless DATool has changed the names from val_cotte.mmh. It's OK to use the original names in the mesh groups no need to alter them. (i.e. MshMain_FHE_CottE_10)

#6
princecorg

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It's becoming really difficult for me to understand how all of that is handled.



I mean now the level editor is complaining about missing msh files so i copied and renamed every file concerned. (for example, in my core data folder i have something like this : val_master.mao; val_xxx.mmh, val_xxx.phy, val_xxx.met and val_xxx.msh).

The editor does not complain anymore but when enabling lightmapping i still have this issue for each item :



Error: mesh file referenced in C:\\Users\\UTILIS~1\\AppData\\Local\\Temp\\DALightmap\\work001\\7CE42EA9-2DBB-4836-AAE4-F6C9E4DA67EF\\val_midsm_0.mmh does not exist in the directory.



finally, can't have working shadows as it says :

Model 'val_midsm_0' is missing lightmaps on one or more parts.



I'm not used with playing with coded files so i don't think i'll be able to find how to fix that myself.



I would like to say thank you again biospirit.

#7
princecorg

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It seems to work.



Here's what i have done.



first step : created some textures (photoshop) for diffusion, normal and specular.



second step : used Adinos Datools' to retexture and save the modified object (datools creates a .mmh, .mao and .phy).



third step : modified the mao to point the right textures.



fourth step : extract from the related .erf the msh and .met files. Renamed them to match the mmh.



fifth step : modified dependencies in the .met to match the different files and at last the name of the related msh in the mmh file.



I've tried for three objects, no complain from the level editor nor the lightmapper. Shadows are normally rendered.



Will try further with others objects.



A very big thanks to Biospirit. Without its help, i would have gone nowere.