Game Development Community

shader info -crash - xsi to collada

by wiseman2 · in Collada Test · 02/18/2009 (6:28 pm) · 5 replies

been trying to get old models from xsi 7.01 into the test with collada, and had been having lots of issues....
noticed one thing to check

if you open up the exported collada (.dae) file...with a text editor...
and look for any thing that even mentions a shader file or any library materials, then you need to delete it...
once I did that it went right in....over 2900 polys made from a poly mesh
that was actually 3 diferent meshes combined and then remove the original meshes after freezing the operator stack...

this is awesome....
the only thing I'd like to see is having the shader info included...

(mental ray libraries would be awesome too, but I really doubt anything could be done there.....it can't be Christmas all the time.)

thanks for the all the work....

#1
02/18/2009 (6:59 pm)
Would it be possible for you to upload one of the models that was causing a crash?
#2
02/22/2009 (7:33 pm)
well since I, didn't want to share the exact models that I had been using, I recreated the effect on a new model....just a few polygons with a couple of shaders on it...
crashed immmediately upon load....
here's the link....
www.mapvault.com/uploads/test3.zip
last time to get it to go I think that I removed all shader info from xsi.. this includes removing all materials from the material editor, then export it and then looking for any library references and shader references to materials.
#3
02/22/2009 (9:41 pm)
Hi wiseman2,

The trouble in this case is the <effect>s with no content. I've fixed the problem, and there should be a new build in a day or two, but in the meantime, if you find any <effect>s like this in the collada file:

<effect id="Lambert_Preset_fx"></effect>

Add some dummy content like this:

<effect id="Lambert_Preset_fx">
  <profile_COMMON>
    <technique sid="default">
      <blinn></blinn>
    </technique>
  </profile_COMMON>
</effect>
#4
02/23/2009 (10:15 pm)
thanks.... I was busy looking at the library materials and shader info....
#5
03/04/2009 (3:07 pm)
This issue is fixed in the new Collada Test build here.