Results 1 to 8 of 8
  1. #1

    Default Vertex Mesh Import Error

    Hey,

    I'm in the process of importing some vertex mesh models but the compiler is giving me an error i've never seen before. Maybe someone here has an idea about what the problem could be?

    import code..
    Code:
    //the #exec line below is line 6, which is named in the error.
    #exec MESH IMPORT MESH=Berserker ANIVFILE=Models\Berserker_a.3d DATAFILE=Models\Berserker_d.3d
    error...
    Code:
    Log: Importing mesh [Berserker]
    Log:  * Triangles  614
    Log:  * Vertices   321
    Log:  * AnimFrames 243
    Log:  * FrameSize  1287
    Log:  * AnimSeqs   0
    Log: Importing triangles
    Log:  Mesh Textures: 2 
    Log: Importing vertices
    Critical: TFace::TFace
    Critical: UEditorEngine::meshVertLODProcess
    Critical: UEditorEngine::meshVertImport
    Critical: UEditorEngine::SafeExec
    Critical: (MESH IMPORT MESH=Berserker ANIVFILE=Models\Berserker_a.3d DATAFILE=Models\Berserker_d.3d)
    Critical: FScriptCompiler::ProcessCompilerDirective
    Critical: Directive
    Critical: FScriptCompiler::CompileDeclaration
    Critical: FScriptCompiler::CompileStatement
    Critical: FirstPass
    Critical: TryCompile
    Critical: FScriptCompiler::CompileScript
    Critical: (Class NewMonsters.NewBerserker, Pass 0, Line 6)
    Critical: MakeScript
    Critical: MakeScript
    Critical: MakeScript
    Critical: MakeScript
    Critical: MakeScript
    Critical: MakeScript
    Critical: MakeScript
    Critical: MakeScript
    Critical: DoScripts
    Critical: UEditorEngine::MakeScripts
    Critical: UMakeCommandlet::Main
    Exit: Executing UObject::StaticShutdownAfterError
    Exit: Exiting.
    I have 17 new models (monsters) to import, I hope someone can come up with a solution! Maybe it's something I've done wrong in 3ds Max.

    Thank you.

  2. #2

    Default

    Eugh from my investigations, by removing possible causes I think I have narrowed it down to a frame of animation or the animation length that is causing the problem. I have an "edit mesh" in 3ds max that has a unwrap modifier and edit poly stacked on top. I initially thought it might be the edit poly that is causing the problem but it isn't as I get the error without it, indeed without the unwrap too. My anim timeline is 243 frames long, if I export the entire timeline then it fails to compile, if I export 200 frames it fails to compile, but 100 frames compiles and the mesh and anim is viewable in the browser. So far the problem must be within one of those excluded animations. I am trying to narrow it down untill I pinpoint the exact issue, perhaps some triangles are intersecting in a strange way....

  3. #3
    Boomshot

    Join Date
    Feb 2010
    Location
    Portugal
    Posts
    2,162

    Default

    Code:
    #exec MESH IMPORT MESH=Berserker ANIVFILE=Models\Berserker_a.3d DATAFILE=Models\Berserker_d.3d
    I'm not sure, but shouldn't ANIVFILE be ANIMFILE?

    Also, I don't think you can import .3d files, only .psk for Skeletal Meshes and .psa for Animations.

  4. #4

    Default

    This is vertex animation importing, not skeletal animation.

    The problem was triangles intersecting in strange ways and vertices occupying the same space. When the vertex meshes were animated some of these things happened, the only way to fix is it reanimate with extra special care!

    Am I the only person still playing with vertex meshes? xD

  5. #5
    Redeemer
    Join Date
    Jan 2004
    Location
    The great Pacific Northwest
    Posts
    1,426

    Default

    @100GPing100: Those EXECs are the old style vertex animated models which UT2k4 does support (ANIVFILE is correct, take a look at CTF_rc.uc in the source for an example where the CTF flag is imported).

    @ INI: Are there any "duplicate"/overlapping triangles? Or perhaps "junk" triangles where one vertex is indexed for two triangle vertices? (MS3D has a tool that looks for and "cleans" up those kinds of errors tris).

    [EDIT] ninja'ed by Ini

    INI, I think you indeed might just be the last guy on the planet using vert meshes for an unreal game! (I avoid them like the plague now!) I know they are the best option for some objects, but I usually end up trying to create some bizarre skeletal setups for the few "cloth" meshes I've made.
    Last edited by meowcat; 05-19-2012 at 01:54 PM.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank

  6. #6
    Boomshot

    Join Date
    Feb 2010
    Location
    Portugal
    Posts
    2,162

    Default

    Quote Originally Posted by meowcat View Post
    @100GPing100: Those EXECs are the old style vertex animated models which UT2k4 does support (ANIVFILE is correct, take a look at CTF_rc.uc in the source for an example where the CTF flag is imported).

    @ INI: Are there any "duplicate"/overlapping triangles? Or perhaps "junk" triangles where one vertex is indexed for two triangle vertices? (MS3D has a tool that looks for and "cleans" up those kinds of errors tris).

    [EDIT] ninja'ed by Ini

    INI, I think you indeed might just be the last guy on the planet using vert meshes for an unreal game! (I avoid them like the plague now!) I know they are the best option for some objects, but I usually end up trying to create some bizarre skeletal setups for the few "cloth" meshes I've made.
    My bad, I never worked with vertex models xD

  7. #7
    Banned
    Join Date
    Feb 2011
    Location
    BXL/Paris
    Posts
    2,169

    Default

    @INIQUITOUS: Probably you have some lonely vertices - can you upload somewhere those files..?
    Vertex animation is like digging up T-Rex...

  8. #8

    Default

    Hehe

    This one seems to be the worst afflicted:

    TankBoss_vertexissues.zip (3ds Max 2010 file)

    In the animation timeline if you move it to one of the later frames you can see the treads on the tank/monster get screwed up quite bad. I was thinking I could just make those not move and use a texpanner instead.

    They all seem to have this issue in one place or another, I havn't tried to fix them all yet as I got sidetracked making a gibable corpses mutator :P

    I will give your suggestions a try!


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.