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by Redacted · in Artist Corner · 04/09/2008 (7:06 pm) · 8 replies

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  • #1
    04/09/2008 (7:07 pm)
    ...
    #2
    04/09/2008 (11:19 pm)
    Congratulations, great work as allways. One of the best pipelines out there for TGE, you must be proud ;)
    Thank you very much.
    #3
    04/09/2008 (11:26 pm)
    ...
    #4
    04/11/2008 (4:04 pm)
    I have to say I'm impressed. I'm just learning Blender, and I was dreading dealing with DTS export--but it's turned out to be booooring--it just sits there and works. :-)
    #5
    04/12/2008 (1:15 pm)
    Works great.
    #6
    07/28/2008 (4:12 pm)
    Hi
    im having some wierd problems

    before i have exported mesh with well over 7000 verticies, but now at a mesh with 3400 verticies, its having problems "transculing the mesh" and making it look horrible and like mesh is missing here is the log file:

    Torque Exporter 0.963 
     Using blender, version 246
     Exporting...
     Writing shape to  'H:\AuroraGame\Aurora\char\main\main.dts'.
     Processing...
     Error: Vertex index limit exceeded for mesh Cube.001, truncating mesh!
     Error: Vertex index limit exceeded for mesh Cube.001, truncating mesh!
     Object Cube, Skinned
        Action root used, dumping...
           Track: pinkyIk.R (node 44)
           Track: thumbIk.R (node 47)
           Track: elbowIk.R (node 2)
           Track: legIk.L (node 3)
           Track: Bone.039 (node 48)
           Track: elbowIk.L (node 4)
           Track: legIk.R (node 5)
           Track: Bone.032 (node 37)
           Track: pinkyIk.L (node 28)
           Track: Bone.027 (node 32)
           Track: Bone.038 (node 43)
           Track: Bone.033 (node 38)
           Track: Bone.031 (node 36)
           Track: Bone.030 (node 35)
           Track: Bone.019 (node 20)
           Track: Bone.018 (node 19)
           Track: Bone.035 (node 40)
           Track: indexIk.R (node 46)
           Track: Bone.037 (node 42)
           Track: Bone.036 (node 41)
           Track: Bone.013 (node 14)
           Track: Bone.012 (node 13)
           Track: Bone.011 (node 12)
           Track: Bone.010 (node 55)
           Track: Bone.017 (node 18)
           Track: Bone.016 (node 17)
           Track: Bone.015 (node 16)
           Track: Bone.014 (node 15)
           Track: handIk.L (node 1)
           Track: Bone.034 (node 39)
           Track: thumbIk.L (node 25)
           Track: Bone.021 (node 22)
           Track: middleIk.R (node 45)
           Track: Bone.025 (node 30)
           Track: backIk (node 6)
           Track: Bone.024 (node 29)
           Track: Bone (node 7)
           Track: handIk.R (node 56)
           Track: indexIk.L (node 26)
           Track: Bone.022 (node 23)
           Track: kneeIk.R (node 57)
           Track: Bone.023 (node 24)
           Track: Bone.008 (node 53)
           Track: Bone.009 (node 54)
           Track: middleIk.L (node 27)
           Track: kneeIk.L (node 58)
           Track: Bone.040 (node 49)
           Track: Bone.020 (node 21)
           Track: Bone.028 (node 33)
           Track: Bone.029 (node 34)
           Track: Bone.026 (node 31)
           Track: Bone.001 (node 8)
           Track: Bone.002 (node 9)
           Track: Bone.003 (node 10)
           Track: Bone.004 (node 11)
           Track: Bone.005 (node 50)
           Track: Bone.006 (node 51)
           Track: Bone.007 (node 52)
           Frames: 42 
           Animates: loc rot 
        Loaded sequence 'root'.
        Action run used, dumping...
           Track: pinkyIk.R (node 44)
           Track: thumbIk.R (node 47)
           Track: elbowIk.R (node 2)
           Track: legIk.L (node 3)
           Track: Bone.039 (node 48)
           Track: elbowIk.L (node 4)
           Track: legIk.R (node 5)
           Track: Bone.032 (node 37)
           Track: pinkyIk.L (node 28)
           Track: Bone.027 (node 32)
           Track: Bone.038 (node 43)
           Track: Bone.033 (node 38)
           Track: Bone.031 (node 36)
           Track: Bone.030 (node 35)
           Track: Bone.019 (node 20)
           Track: Bone.018 (node 19)
           Track: Bone.035 (node 40)
           Track: indexIk.R (node 46)
           Track: Bone.037 (node 42)
           Track: Bone.036 (node 41)
           Track: Bone.013 (node 14)
           Track: Bone.012 (node 13)
           Track: Bone.011 (node 12)
           Track: Bone.010 (node 55)
           Track: Bone.017 (node 18)
           Track: Bone.016 (node 17)
           Track: Bone.015 (node 16)
           Track: Bone.014 (node 15)
           Track: handIk.L (node 1)
           Track: Bone.034 (node 39)
           Track: thumbIk.L (node 25)
           Track: Bone.021 (node 22)
           Track: middleIk.R (node 45)
           Track: Bone.025 (node 30)
           Track: backIk (node 6)
           Track: Bone.024 (node 29)
           Track: Bone (node 7)
           Track: handIk.R (node 56)
           Track: indexIk.L (node 26)
           Track: Bone.022 (node 23)
           Track: kneeIk.R (node 57)
           Track: Bone.023 (node 24)
           Track: Bone.008 (node 53)
           Track: Bone.009 (node 54)
           Track: middleIk.L (node 27)
           Track: kneeIk.L (node 58)
           Track: Bone.040 (node 49)
           Track: Bone.020 (node 21)
           Track: Bone.028 (node 33)
           Track: Bone.029 (node 34)
           Track: Bone.026 (node 31)
           Track: Bone.001 (node 8)
           Track: Bone.002 (node 9)
           Track: Bone.003 (node 10)
           Track: Bone.004 (node 11)
           Track: Bone.005 (node 50)
           Track: Bone.006 (node 51)
           Track: Bone.007 (node 52)
           Frames: 40 
           Animates: loc rot 
        Loaded sequence 'run'.
     > Shape Details
        > Nodes
          ^^ Bone [Exp-Catch-Root] (parent -1)
          ^^ Bone [handIk.L] (parent -1)
          ^^ Bone [elbowIk.R] (parent -1)
          ^^ Bone [legIk.L] (parent -1)
          ^^ Bone [elbowIk.L] (parent -1)
          ^^ Bone [legIk.R] (parent -1)
          ^^ Bone [backIk] (parent -1)
          ^^ Bone [Bone] (parent -1)
           ^^ Bone [Bone.001] (parent 7)
            ^^ Bone [Bone.002] (parent 8)
             ^^ Bone [Bone.003] (parent 9)
              ^^ Bone [Bone.004] (parent 10)
               ^^ Bone [Bone.011] (parent 11)
                ^^ Bone [Bone.012] (parent 12)
                 ^^ Bone [Bone.013] (parent 13)
                  ^^ Bone [Bone.014] (parent 14)
                   ^^ Bone [Bone.015] (parent 15)
                 ^^ Bone [Bone.016] (parent 13)
                  ^^ Bone [Bone.017] (parent 17)
                   ^^ Bone [Bone.018] (parent 18)
                 ^^ Bone [Bone.019] (parent 13)
                  ^^ Bone [Bone.020] (parent 20)
                   ^^ Bone [Bone.021] (parent 21)
                 ^^ Bone [Bone.022] (parent 13)
                  ^^ Bone [Bone.023] (parent 23)
                 ^^ Bone [thumbIk.L] (parent 13)
                 ^^ Bone [indexIk.L] (parent 13)
                 ^^ Bone [middleIk.L] (parent 13)
                 ^^ Bone [pinkyIk.L] (parent 13)
             ^^ Bone [Bone.024] (parent 9)
              ^^ Bone [Bone.025] (parent 29)
               ^^ Bone [Bone.026] (parent 30)
                ^^ Bone [Bone.027] (parent 31)
                 ^^ Bone [Bone.028] (parent 32)
                  ^^ Bone [Bone.029] (parent 33)
                   ^^ Bone [Bone.030] (parent 34)
                 ^^ Bone [Bone.031] (parent 32)
                  ^^ Bone [Bone.032] (parent 36)
                   ^^ Bone [Bone.033] (parent 37)
                 ^^ Bone [Bone.034] (parent 32)
                  ^^ Bone [Bone.035] (parent 39)
                   ^^ Bone [Bone.036] (parent 40)
                 ^^ Bone [Bone.037] (parent 32)
                  ^^ Bone [Bone.038] (parent 42)
                ^^ Bone [pinkyIk.R] (parent 31)
                ^^ Bone [middleIk.R] (parent 31)
                ^^ Bone [indexIk.R] (parent 31)
                ^^ Bone [thumbIk.R] (parent 31)
             ^^ Bone [Bone.039] (parent 9)
              ^^ Bone [Bone.040] (parent 48)
           ^^ Bone [Bone.005] (parent 7)
            ^^ Bone [Bone.006] (parent 50)
             ^^ Bone [Bone.007] (parent 51)
           ^^ Bone [Bone.008] (parent 7)
            ^^ Bone [Bone.009] (parent 53)
             ^^ Bone [Bone.010] (parent 54)
          ^^ Bone [handIk.R] (parent -1)
          ^^ Bone [kneeIk.R] (parent -1)
          ^^ Bone [kneeIk.L] (parent -1)
        > Objects
         'Cube' : Skinned 
         'Cube' : Null Standard 
        > Materials
           ancientStoneTwo
           ancientStoneThree
        > Detail Levels
           Detail-1 (size : 0)
           Collision-1 (size : -1)
           Smallest : Detail-1 (size : 0)
        > Internal Sequences
         - root
            Animates: loc rot 
            Frames: 42
            Ground Frames: 0
            Triggers: 0
         - run
            Animates: loc rot 
            Frames: 40
            Ground Frames: 0
            Triggers: 0
     Writing out DTS...
        Writing scriptH:\AuroraGame\Aurora\char\main\main.cs
        Writing material script H:\AuroraGame\Aurora\char\main\materials.cs
     Done.
     Finished.

    ehm... any ideas? i get this once my mesh exceeds 1000 vertices any idea???
    #7
    07/28/2008 (4:18 pm)
    ...
    #8
    07/28/2008 (5:00 pm)
    Turning off "double sided" did the trick i was able to export my mesh

    thank you very much:)

    oh... triangles

    so

    3100 face = 6200 triangles x doiuble sided = 12400 triangles.. well over the limit

    i understand now, thank you very much for your help