|
Post by podyssey on Jan 7, 2017 15:34:39 GMT -5
Mathcope
Thank you very much, i will try it. I never used blender before... i hoped, i can avoid the intime connection with blender. :P
Realy thank you, and your fast answer too!
|
|
|
Post by xerendipity on Jan 10, 2017 20:30:07 GMT -5
Hi all! Very interesting and long thread and I learned much by reading through it and trying my best to follow.
I'm having an issue though that I did not see mentioned and I did not come up with when Googling. Whenever I try to import my new mesh back into S4S, it either hangs up on the rotating working icon, or I get the error message: "Studio is unable to access C:ProgramData/S4Studio/Scripts/objectexporter.py because it is being used by another program: blender"
I made a cup already and what I have now is a plain shopping bag with handles so it shouldn't be too much different. I'm not sure what is happening. :(
|
|
|
Post by Bakie on Jan 11, 2017 13:02:35 GMT -5
Hi xerendipity, There are more people, including myself, that have this same problem with some of the objects in game. What I did was importing the mesh with the community tested Jackpot version. After that, I reopened my package file in Harmony and went on modding. I think a solution will come soon when a new version of Harmony will be released.
|
|
|
Post by xerendipity on Jan 11, 2017 18:32:07 GMT -5
Thank you Bakie! I'm not sure if it is related or not, but I found that after I drastically reduced polygons on the mesh, S4S was able to import it. I will try the same with the first mesh I had problems with later this evening and will report back.
|
|
|
Post by Bakie on Jan 12, 2017 7:04:33 GMT -5
xerendipity , I'm not sure if that would be the problem, as for me the thing I only did with the original mesh was moving it or resizing it, so polygons will stay the same as the original meshes in those cases. But you never know of course. Thanks anyway for reporting this, it may help if finding a solution.
|
|
|
Post by xerendipity on Jan 12, 2017 11:26:58 GMT -5
I just reread what I wrote and I actually sounded like I knew what I was talking about when I haven't a clue. My apologies! <3
|
|
|
Post by Bakie on Jan 14, 2017 10:40:29 GMT -5
xerendipity, You don't have to apologize, it's that I knew that it probably isn't the polygons that it may cause it, as I had the same problem too, otherwise I wouldn't know either what the problem is.
|
|
|
Post by FlavouredSim on Jan 15, 2017 6:08:28 GMT -5
Hi! I'm having a weird issue... when exporting the mesh, right after saving the export I get an error message saying "Blender has stopped working" With an error message: {Problem signature}Problem signature: Problem Event Name: APPCRASH Application Name: blender.exe Application Version: 2.7.8.0 Application Timestamp: 580e2975 Fault Module Name: MSVCR120.dll Fault Module Version: 12.0.21005.1 Fault Module Timestamp: 524f83ff Exception Code: 40000015 Exception Offset: 0000000000074a46 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1053 Additional Information 1: 8f27 Additional Information 2: 8f273a46949532b247124c19dd9bfc51 Additional Information 3: 8a39 Additional Information 4: 8a39791162a9cabd5582ff5777e0599b
But the thing is that I get the error message regardless of Blender being open or closed. The mesh gets saved, but is probably corrupt because upon opening it in Blender, the workspace is empty... I'm trying to export the mesh for the big garden planter box.
|
|
|
Post by Mathcope on Jan 15, 2017 17:11:13 GMT -5
|
|
|
Post by Merry927 on Jan 22, 2017 18:16:24 GMT -5
I'm trying to make a clone of a toddler toy, using an already existing deco object and am running into a number of problems.
The toddler toys themselves do not have a shadow mesh and only 1 UV map. I decided to try to address this by removing the shadow mesh from the deco object I am using (still has 2 UV maps), changing the cut # and saving the blend. Since this made them identical to shadow LODs, I just reused them.
The textures looked okay in Studio but wonky in the game, although it was usable by toddlers and needed to be resized and maybe slightly repositioned.
So I decided to clone to a regular/child's toy which have the shadow mesh and are usable by toddlers also. I just imported the original meshes and textures into the new package and tested in game. That worked fine.
But I ran into more problems when trying to resize the mesh. When trying to save, I got an error message - "pack file/source path not found."
Could this be due to how I got the object files? I opened the original meshes in Blender, then exported them as object files.
P.S. I am already still using Blender 2.70.
|
|
|
Post by orangemittens on Jan 22, 2017 18:20:54 GMT -5
Hi Merry927, I'm not sure what you mean when you describe how you got the object files. If you post the .blend someone can take a look.
|
|
|
Post by Merry927 on Jan 22, 2017 20:00:58 GMT -5
Hi Merry927, I'm not sure what you mean when you describe how you got the object files. If you post the .blend someone can take a look. "The tutorial uses a mapped mesh in .obj format but the same basic method will work whether you use an existing .obj, create/map your new mesh in Blender, or import the mapped mesh using some other format that Blender has addons for. The .obj used in this tutorial was previously meshed in Blender and mapped in Milkshape but you can use any 3D editor to create and map your item." I am just using someone else's mapped mesh by exporting the them as blends in S4S. As I understand the above, they need to object files instead, so converted them by opening the blends in Blender and then exporting them as object files. Those object files are the ones I imported in to Blender to resize. Does that make sense? object fileresized mesh
|
|
|
Post by orangemittens on Jan 22, 2017 22:14:59 GMT -5
Hi Merry927, could you send the .blend? The file you uploaded is a .blend1
Also, the tutorial says, "Navigate to your .obj and select it. Alternatively, you can create your new mesh in Blender, you can append a mesh you previously made in Blender, or you can import your mesh in some other file type that Blender has an addon for." If the item is already in a .blend you can append it and that is always preferable to using .obj. This tutorial was written to help people regardless of the format they were working in and recognizing that people would want to convert meshes from previous games that can only be imported into Blender in the .obj format because they are not available in a .blend. Using .obj format is not necessary though.
|
|
|
Post by Merry927 on Jan 23, 2017 0:33:21 GMT -5
I didn't create the mesh and I don't have it available in any other formats besides what Studio and Blender can provide for me. When I attempt to append the blend that exported from Studio by double clicking on it, I get a list of folders. One is called "mesh" but neither of the 2 meshes in it ("s4studio_mesh_0" and s4studio_mesh_1") show up in Blender when I click on them. SAnd the only .blends I have are the ones I exported from S4S from the original package. blend
|
|
|
Post by orangemittens on Jan 23, 2017 2:16:27 GMT -5
Hi Merry927, when I open that .blend I see a small duck toy with a shadow plane under it. They have the expected mesh group names. I am able to scale and save the duck and shadow. What is the problem you are having with this .blend?
|
|