XtoMDL acting up

#1
Hi everyone. You may have seen my previous posts wherein I had a lot of trouble getting MCX to work properly and linking exporters and etc. Well, I seem to have solved most of those problems UNTIL NOW. I was able to export some more models out of MCX and use them in the game, but unfortunately today I tried exporting something and XtoMDL gave me a bunch of errors.

2018-05-14.png
Of course, without XtoMDL's work nothing else can happen properly. Is this a problem with XtoMDL itself? If so, how can I fix it, or where can I redownload it?
 

=rk=

Resource contributor
#3
It's pretty difficult for XtoMdl to be broken. To me it looks like your string buffer length is too big, which probably means your model file name is too long. It doesn't look too bad but I'd try shortening it. "String buffer" loosely means a changeable field of characters, so if it's not the model name, then it is likely some other identifying field of characters, like the GUID, that is too big.
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
#4
The name doesn't look that long, so it could also be the model us too complex. How many polygons does it have?
 
#5
2018-05-15.png
Yeah..... I imagine this one is far too complex. I downloaded this one DIRECTLY off Sketchup 3d Warehouse and exported to DAE without any editing. I'm going to see if I can reduce the amount of polygons by sharpening/removing some sides,,,,
 

=rk=

Resource contributor
#6
The model is not at all too complex, you can easily compile 5x that number of poly's, even 10. Please, click the "Set new GUID" button and try again. How did you get a number field like that anyway? Pretty certain that is the current problem. You will probably want to consolidate all the many small textures into one, or a few..
 
#7
I'm not sure if it's the GUID. I tried exporting a very simple model (32 tris and one texture) and it exported fine (with the same GUID). I'm probably going to have to make this model simpler,
2018-05-17.png

2018-05-17 (1).png
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
#8
No, 600 polygons is not complex at all.

I see you use an old version of MCX, maybe try the latest development release first.
 
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