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exporting error


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#1
GianniAgn

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when i try to export it return me error

--Runtime error: Mesh has no color-per-vertex faces

What to do? 

Modifié par GianniAgn, 21 mai 2012 - 03:19 .


#2
NWN_baba yaga

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Are you using 3dsmax (which version then) or gmax? I never had such an error during my whole time. Make sure you use an editable mesh btw.

#3
GianniAgn

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Use 3ds max 2012..

#4
GianniAgn

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downloading gmax now, will try it

#5
GianniAgn

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In gmax same problem :(

#6
Rubies

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I have (very limited) access to a laptop from hospy so if you put a link up to the model I can try and diagnose it. :)

#7
GianniAgn

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TY :) heres .max file

http://www.sendspace.com/file/97ci16

#8
NWN_baba yaga

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im not able to open max files above 7. What kind of model is it, show us a screenshot of the model + modifiers.

#9
Bannor Bloodfist

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You are attempting to use the auroraflex modifier.

If so, you must weight the vertices of the mesh, .

From what I can see, you DO have that turned on as a modifier for the head.
Each difference in weight for a vertice changes how that particular vert will move and how far etc, according to wind. I am NOT sure how that would be handled by NWN for a head.

Maybe the hair if a separate object but to have that modifier applied to the actual head itself doesn't make much sense to me.

#10
GianniAgn

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I will make it in 3dmax 7, i have cd in deepest corner of bookshelf :)

#11
Bannor Bloodfist

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I already told you what the problem is.

AURAFLEX modifier applied to the head object.

Collapse that down, OR adjust it so that the verts have weights assigned.

Collapsing it will remove your export error.

Assigning weights to at least one vert will remove the export error, but will NOT accomplish anything else. Basically a huge waste of processing for an object that can't use the Auraflex anyway.

#12
GianniAgn

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My english is bad, i dont really understand u. Remove auroraflex modifier at all?

#13
Bannor Bloodfist

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Auroraflex is a modifier that allows individual faces or vertices of an object, to move. For modern games, it might be used for speaking, making the lips move etc, for NWN it is not used at all on the head of a pc.

On the right hand side of your screen inside max, you have various things showing depending on what button you click along the top edge of that side. You need to look for the object that looks like a big blue arc. It will say "modify". Click on that.

Under that, you find the roll-out menu that gives you the ability to work with modifiers.

When you look at the actual modifier list for the "head" object (you have to have it selected), you will see the following:

AuroraTrimesh
AuroraFlex
EditableMesh

Each of those has a "+" next to it.

The way it all works, the AuroraTrimesh is the primary modifier, and it must ALWAYS be there for anything to do with NWN objects, creatures, etc.

The AuroraFlex modifier allows you to set the sensitivity of individual vertices or faces on the selected object, that sensitivity is controlled by a color chart, NWN only uses the red channel, and really is only reading that channel to get numbers for the "weight" of that specific face or vertice that is selected. It is really detailed, and I have already created a tutorial for how to use AuroraFlex located here.

In your specific case, AuroraFlex is not needed. The easiest way to handle getting rid of the export error is to just right click on the AuroraFlex modifier and choose "collapse to"
You will get a warning message about losing animations... but there are NO animations assigned to that object anyway, so there is nothing to lose. Just answer yes.

Make sure you did NOT delete/collapse the AuroraTrimesh as you do need that modifier.

Now, re-select your mdl base and you can export.

Warning, this mdl came from some other game, the .max scene is looking for two separate texture files, (head_face.tga, and mouth_ey.tga). NWN will not allow you to assign two different textures to a single object. So, it won't work the way you expect it to work in game anyway.

You will have to re-uvw map a single texture to that head OR split the head into multiple objects so you can apply separate textures to each.

#14
GianniAgn

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Thank very much!

Can u tell me how to chanhe UVW map? there are different modifiers, which to use?

#15
Bannor Bloodfist

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The UVW is a modifier that is available in the modifier list box. The box with the downward pointing arrow mentioned above. When you click that and scroll down through the list you will find UVW mapping as one of the options.

As to telling you how to actually do the UVW mapping, your best bet would be to go watch some of the hundreds of vids/tutorials available for 3dsmax and try to learn it that way. UVWMapping is an art form, and takes a LOT of experience with 3dsmax/Gmax before you can actually accomplish much with it. Most especially for a complex shape like a human face.

You will need to learn how to edit the UVW Map, which is accomplished by clicking the UVWUnwrap modifier, and then clicking the edit button somewhere down in the rollout menu.


I am not trying to scare you or anything, but UVW mapping is NOT a click this, click that, and done type of thing. It is VERY complicated and takes a long time to learn. I personally have only limited skills with it. I would never attempt to uvwmap or apply a texture a face as I am not good enough.

#16
GianniAgn

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Ok, i will try :) I already did many UVW mapping, but it was for Kotor II and was ages ago :)

#17
NWN_baba yaga

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modeling and unwrapping for nwn is not different then for any other game. The only thing you need to learn are the nwn modifiers (tutorials are in the sticky) and keep your models/ textures in scale and dont go to crazy with the polycount...

#18
GianniAgn

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BTW about polygons - what maximum of polys my model can have?

#19
NWN_baba yaga

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I wouldnt go above 1100 for an average npc/monster that you use as a mob. You can use the codi, dla or PQ creatures as a guideline for boss ones. The Nwn engine is pretty outdated and can lag like hell.

#20
Jez_fr

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GianniAgn wrote...

BTW about polygons - what maximum of polys my model can have?


A real technical limitation I tested is 45.000 polys on the same model. After that the game crash (but that could be tied to video card and/or drivers, however I think its really the game engine's limitation, because I did test with various computers)

You can have dozens of such "high poly" in a scene without trouble once they are loaded. NWN is surprisingly enduring in that regard.

The bottom line is more about usage. If its for a single player module for exemple, you can have lots of polys. However if its to put on a multiplayer module, its not a good idea, especially if you have a lot of fights, and creature spawns, because it will cause lots of strain on the server/engine, and area loading will/can take forever with "big" models...
For exemple just having NPC with customized NWN vanilla clothes already can cause big hiccup when they spawn, it will be much worse if they have x thousands of polys. And it will be much worse again when you add visual special effects like from spells and such. All this cumulate, and can go to the point of crashing the game.

if you want to do a persistant world for exemple, I advise to try to cut the number of polys as much as you can.

But, if you don't care about game performance, and just want to upgrade the game visuals, you can go pretty high. You could easily use character's models from NWN2 in the NWN1, or from the latests unreal engine games even. I did some tries, and the game works fine really.

Just be careful about shadows. They can crash the game very easily. Often, with high poly models, the only way to avoid game crashing because of shadows is to deactivate them (uncheck shadow in the Aurora trimesh before exporting, or add "shadow = 0" in a ascii model file.
Or you could do like they did with the witcher 1 game and add non rendering simpler models that cast shadows instead of the model itself.

Modifié par Jez_fr, 22 mai 2012 - 09:20 .


#21
GianniAgn

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I got it. And does game engine support ALPHA channel in textures? I mean if i want to make hair like in DA:O - is it possible?

And what about armour conversion? Is it same simple or much harder?

PS: Reading tutorial u gave link to, so hope avoid some noob questions in future :)

#22
GianniAgn

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If i remember In DAO u can just copy modifiers from original model - and all work fine..

#23
Jez_fr

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Alpha channel: yes, the game use plenty of them, not in .plt though, but there are tricks to bypass that limitation (I think Old Time Radio did some posts about that a while ago)
hair as in DA:O: I'm not sure what you are refering to, but I suppose. The main issue in NWN is if you want the hair (or clothes/bodyparts) to be tintable you have to use .plt, which cause problems with alpha channel. But if you don't need/want the tintable capacity you can use TGA/DDS instead, which support alpha. Normally, if I'm not too rusty hehe, I seem to remember that NWN will use a TGA texture (for bodyparts/armor I mean) if you don't provide a .PLT. I never tried however.
Back to the hairs, you could for example do a simple plane around the head, and apply a TGA with alpha to show special haircut or curls or whatever, or a crown... The hairs don't have to be part of the main "head" model by the way, it could be just linked to the head model. Again browse Old Time Radio post around here. He did a number of interesting test about thinks like that ^^

About armour, it depends, but in any case it is pretty long to do. I guess that's why nobody did a entire rework of NWN clothes and anatomy yet.
Since a long time in most games, they use skinmesh. In NWN mostly it's used for robes (and a few creatures), so you can convert /adapt these to NWN if you are not afraid to spend time on this (assuming you have the skinmesh skills, I don't ;D )
Hope it helps ^^

#24
Carcerian

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Here is a good place to start as well : Tutorial: Making a Sword (using GMax, NwMax, Chiliskinner & GIMP)

It explains in simple terms what is involved in making a model from scratch, and even handles skinning...

I stumbled across it last month, and it has been invaluable in learning the basics of nwn modelling.

Shameless self plug i know, but one i hope can actually help :)

Modifié par Carcerian, 23 mai 2012 - 01:16 .


#25
GianniAgn

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Carcerian wrote...

Here is a good place to start as well : Tutorial: Making a Sword (using GMax, NwMax, Chiliskinner & GIMP)

It explains in simple terms what is involved in making a model from scratch, and even handles skinning...

I stumbled across it last month, and it has been invaluable in learning the basics of nwn modelling.

Shameless self plug i know, but one i hope can actually help :)


Honestly its better for me to ask direct questions :) I mean i understand its awful to ask stupid questions, but since some kind ppl can answer, why not? :) i reading tutorials in same time :)

PS: All i want is to make normal head + witcher armour (witcher developers gave permission to port their models). If armour is too hard just reskin some existing armour (however its also hard coz as i understand every armour broken to many pieces)