...
by Redacted · in Artist Corner · 04/09/2008 (7:06 pm) · 8 replies
...
#2
Thank you very much.
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
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:
ehm... any ideas? i get this once my mesh exceeds 1000 vertices any idea???
07/28/2008 (4:12 pm)
Hiim 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
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
07/28/2008 (5:00 pm)
Turning off "double sided" did the trick i was able to export my meshthank 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
Torque Owner Redacted