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Post by fursims on Oct 24, 2016 10:12:20 GMT -5
I used the desk lamp from EA called: 3 Senses Oil Lamp. I can just use another lamp, but i would like to know why this error occurs: My guess is that this original mesh had 3 cutnumbers: 0, 1 and 2. 1 was for the transparent part and since i didnt need that one in my mesh, i only used cutnumber 0 (used original one) and 2 (for my entire mesh). Are we not able to leave cutnumbers out? Should we find a mesh to copy that is similar in cut numbers with the new mesh we are trying to create. What if theres no mesh available like that? If this is not the reason, then what causes this? * I have made my mesh out of 1 circle, one cone (top) and 4 plane objects for the feet of the lamp.
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Post by femmejean on Oct 24, 2016 11:35:08 GMT -5
Yeah, your new mesh needs the same amount of cuts as the original mesh. If it has too many cuts or not enough you will need to clone another object (or work around it by adjusting your new mesh).
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Post by fursims on Oct 24, 2016 11:59:34 GMT -5
ok thnx! I have already used another mesh from EA and it worked fine.
Btw if anyone knows this. For example: you cant find a table with the correct amount of cuts and then you use a bookshelf instead, but edit all the tags in s4s so it would function like a table and not bookshelf. Would it work? Or does a table require a table mesh from EA and a bookshelf, a bookshelf etc. Just wondering..
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Post by inabadromance on Oct 24, 2016 13:54:20 GMT -5
hi! the issue you're facing on your first post doesn't relate to the cut numbers but to the vertex groups (bones). The program is letting you know what group isn't on the original mesh/package. In this case, the "transformbone". Select the bone, and click the minus button to delete it. And try re-importing. And no, there's no need for the original mesh to be what you want it to be. But instead of using a table i would use a statue or a plant. Or if you end up using a table, you'd need to import the rig from an object that is similar to the one you have.. importing a rig from a lamp to the table you cloned.
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Post by fursims on Oct 24, 2016 14:47:44 GMT -5
hi! the issue you're facing on your first post doesn't relate to the cut numbers but to the vertex groups (bones). The program is letting you know what group isn't on the original mesh/package. In this case, the "transformbone". Select the bone, and click the minus button to delete it. And try re-importing. And no, there's no need for the original mesh to be what you want it to be. But instead of using a table i would use a statue or a plant. Or if you end up using a table, you'd need to import the rig from an object that is similar to the one you have.. importing a rig from a lamp to the table you cloned. But how come it worked when i used another EA mesh and didnt change anything in my mesh?
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Post by orangemittens on Oct 24, 2016 15:19:42 GMT -5
As inabadromance pointed out, the error message is telling you that one of the mesh groups you are trying to replace does not contain a vertex group (transform bone) that is present in the mesh you are trying to replace it with. The usual cause of this error is attempting to replace EA's shadow plane (a mesh group with no transform bone) with your main mesh (a mesh that has a transform bone). Check your original .blend and make sure the group you have named as cut 0 is the shadow plane group and has no vertex group present (inabadromance's picture shows where to look in Blender to see if there is a vertex group associated with a mesh group).
When Studio imports a .blend it is looking for mesh groups that have these things: a mesh, a UV map, and a cut number. When it sees a UV mapped mesh with a cut number it looks in the original .package, finds a mesh that has the same cut number, and replaces that mesh with the mesh in your LOD. If the original .package has a LOD with 3 mesh groups (cut 0, cut 1, and cut 2) and you import a .blend with two mesh groups (cut 0 and cut 1) Studio will attempt to replace the original cut 0 with the mesh group you have named cut 0. If your cut 0 mesh group has a vertex group the original does not have, Studio will return an error. This is because adding a vertex group to a mesh group that should not have one will cause the game to crash if that item is successfully saved and placed into the mods folder. That is to say, Studio is giving you an error message to keep you from making corrupt content.
In most cases (but not in all cases) EA made their objects so that the first group, the cut 0 group, is a shadow plane. They did not give the shadow planes a vertex group. If you try to import a main mesh group that has a vertex group into the .package to overwrite the shadow plane you will receive an error. This is why it is important to know the structure of the LOD (which mesh group has what cut number) before you assign cut numbers to your mesh groups.
If, on the other hand, you correctly matched your cut numbers to the EA item's structure but you have only two mesh groups to import (cut 0 and 1) and the original item has 3 mesh groups (cuts 0, 1, and 2) what will happen is that Studio will replace the 0 cut group with your 0 cut group. It will replace the 1 cut group with your cut 1 group. It will not do anything to the mesh group that is assigned to cut 2 because you have not provided it with anything to put in place of that mesh group. Studio is not able to know that you just don't want that mesh group. It assumes that you want the mesh group and don't want to make changes to it. That is, if you ignore an unwanted mesh group, Studio will ignore it too. This will result in your meshes and the unreplaced mesh showing in the model viewer and in the game. There are tutorials that go over how to deal with an unwanted extra mesh group. The shadow tutorial I linked yesterday is one such tutorial.
It is quite easy to change an EA table into a bookcase and vice-versa. It is, as inabadromance pointed out, even easier if you select an item that is closer to being what you want. Bookcases do not have slots to put things in as tables do. So if you want a bookcase, selecting an item that isn't a surface item would reduce your process by at least a couple steps (the steps involved in removing all the slots so it acts like a non-surface item).
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