View Full Version : MCX - Export - FS9 - Max vertices
Hi Folks
Arno -
Export as FS9 model -
could you please add trapping for exceeded max vertices, (65535),
so a warning is given before attempting to compile. :D
Many Thanks
ATB
Paul
Hi Paul,
Good point. Or maybe I can even find a way to structure the X file so that I can work around the issue. I'll put it on the todo list.
Hi Folks
Cheers Arno, appreciated.
For the item I was processing, (an MCX imported SCA),
maybe one work around might be
by addressing "Found colocated vertices within triangle"
as there were 8,862 in that export. :D
HTH
ATB
Paul
Hi,
That is interesting. I thought that the SCASM importer would filter out triangles with no area after import. I would have to check if that is still working.
Hi Folks
Cheers Arno.
Do you want the SCA ?
ATB
Paul
Hi Paul,
I check the code and I noticed it was commented out. So I have enabled it again, it will be in the next development release.
Dang'd comment marks. :rolleyes:
I may require reimbursement for a wig. :D
Look forward to next version.
ATB
Paul
Hi Folks
Arno -
I'd seen the update in the changelog -
488 ModelConverterX
* Enable optimize after SCASM import again
Have downloaded and attempted conversion with every MCX version since,
but still get the same error "Found colocated vertices within triangle".
By any chance is the optimising code inactive ? :D
I'd been using the 3ds export.
HTH
ATB
Paul
Hi Paul,
Can you maybe still send me the SCASM file for testing? It should work now, but maybe something else is going wrong...
Hi Arno
Cheers.
Now sent.
Please see your email inbox.
HTH
ATB
Paul
Got it, I'll test and let you know.
Hi,
While testing your object I noticed it takes quite long to load, is that something you have also seen?
Hi Folks
Arno -
Yes, as with most of the objects I'd been importing/testing. :o
Just stick with it, does appear eventually. :D
It may be related to them being BGL decompiles to SCA,
for reason discussed in previous emails.
HTH
ATB
Paul
Hi Paul,
Yes, but it makes debugging a bit slow :).
The object is passing through the cleanup code that should remove small triangles. But it seems not triangles are actually removed. So I will have to look further into this.
Hi Folks
Debugging :wave:
Try FS9 compiling,
takes about an hour, before bombing out. :censored:
Cheers Arno
much appreciated.
Once you've finished that SCA optimisation, :laughing:
I've some .FSC imports for you
featuring displaced components. :duck:
ATB
Paul
Hi Paul,
Try FS9 compiling,
takes about an hour, before bombing out. :censored:
I did try to export as FS2004 MDL from ModelConverterX. Took about 10 minutes or so, but also failed to produce a MDL file. Did not seem to be related with the collacated vertices though, I think the huge object blew MakeMDL somewhere else. But I'll give it another try tomorrow (no time left now to wait so long again :D).
Once you've finished that SCA optimisation, :laughing:
I've some .FSC imports for you
featuring displaced components. :duck:
Animations are not always read correctly in FSC files, could that be the issue? If it is I would appreciate simple test objects to improve the reader :D.
Hi Folks
Arno -
No worries, whenever.
FS9 report running today's optimised 439 version,
still gives Mesh Totals:
Verts: 67336
Faces: 123352
i.e. unchanged from previous MCX versions.
I hadn't tried compiling this time
as it still exceeded the max vertices. :D
EDIT -
Just ran an FS9 compile,
same failure types as before,
surprisingly though,
this time with 15,650 "Found colocated vertices within triangle"
that's up from 8,862 in previous MCX version. :eek:
EDIT 2 -
N.B.
I had rotated the object through 180 degrees,
using MCX - Transform Object - Rotate Object.
There was no change of triangle or texture vertices counts,
either in MCX's object information,
nor in the 3DS export, (as reported in GMax).
re: FSC
They're all non-animated offshore platform models.
It's those same files you'd emailed to me.
I can email them back to you if required. :D
HTH
ATB
Paul
Hi Paul,
EDIT -
Just ran an FS9 compile,
same failure types as before,
surprisingly though,
this time with 15,650 "Found colocated vertices within triangle"
that's up from 8,862 in previous MCX version. :eek:
EDIT 2 -
N.B.
I had rotated the object through 180 degrees,
using MCX - Transform Object - Rotate Object.
There was no change of triangle or texture vertices counts,
either in MCX's object information,
nor in the 3DS export, (as reported in GMax).
I'll have to take a look what happens here. Seems the optimize code is not working as expected for this object. I'll report back after more testing.
Hi Folks
Arno -
Cheers for latest, (509).
I see you'd done some further work on SCASM -
build 504 ModelConverterX
* Fixed bug in SCASMReader when too many TransformEnd commands encountered in file
Fixed issue 377
Using build 509 -
Importing the SCA for that sample gas-platform I'd supplied,
still getting lots of colocated vertices errors,
but an FS9 scenery mdl compile now works. :D
However
importing the resulting FS9 scenery mdl into MCX fails. :(
Due to a hardware issue,
I'm unable to run FS ATM,
so not sure whether the mdl works in-game.
MCX Error -
************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(T Key key)
at ASToFra.SCASMReader.DrawTriList2TriList(SCASMComma nd sca)
at ASToFra.SCASMReader.Generate3DModel(List`1 cmdList, Dictionary`2 labelDict)
at ASToFra.MDL9Reader.ReadMDL(Int64 len)
at ASToFra.MDL9Reader.Read(String filename)
at ASToFra.MDLReader.Read(String filename)
at ASToFra.ObjectReader.read(String fileName)
at ASToFra.MainWindow.bwImporter_DoWork(Object sender, DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.OnDoWork(Do WorkEventArgs e)
at System.ComponentModel.BackgroundWorker.WorkerThrea dStart(Object argument)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ModelConverterX
Assembly Version: 1.0.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Program%20Files/Microsoft%20Games/Tools/ModelConverterX/ModelConverterX.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
ObjectWriter
Assembly Version: 1.0.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Program%20Files/Microsoft%20Games/Tools/ModelConverterX/ObjectWriter.DLL
----------------------------------------
TextureObject
Assembly Version: 1.0.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Program%20Files/Microsoft%20Games/Tools/ModelConverterX/TextureObject.DLL
----------------------------------------
ObjectModel3D
Assembly Version: 1.0.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Program%20Files/Microsoft%20Games/Tools/ModelConverterX/ObjectModel3D.DLL
----------------------------------------
ObjectRenderer
Assembly Version: 1.0.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Program%20Files/Microsoft%20Games/Tools/ModelConverterX/ObjectRenderer.DLL
----------------------------------------
GRV11DLL
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/Microsoft%20Games/Tools/ModelConverterX/GRV11DLL.DLL
----------------------------------------
ObjectReader
Assembly Version: 1.0.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Program%20Files/Microsoft%20Games/Tools/ModelConverterX/ObjectReader.DLL
----------------------------------------
ObjectEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Program%20Files/Microsoft%20Games/Tools/ModelConverterX/ObjectEditor.DLL
----------------------------------------
TextureLoader
Assembly Version: 1.0.0.0
Win32 Version: 1.2.0.0
CodeBase: file:///C:/Program%20Files/Microsoft%20Games/Tools/ModelConverterX/TextureLoader.DLL
----------------------------------------
As yet to test the equivalent FSX compile.
HTH
ATB
Paul
Hi Paul,
The changes I made to the SCASMReader should not affect your issue, that one is still on my list to work on.
I should try to reproduce your crash, I have not seen that before. If anybody has a test MDL that gives the problem I am happy to test it here.
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