Derspegn on 28/10/2014 at 00:38
Using Windows 7 64-bit, I made a landscape in Blender 2.72 and have attempted to use the Dark Engine Exporter to get a .bin file. Blender tells me that there was an error saving the .bin file, but in the target folder the .blend file results in an .e file and an .e_org file. I tried using 3ds2bin with the .3ds and .e versions, but with the .bin it gives an error message and closes, and with the .e it gives "root Plane: merge_pgon_list: Wow, too many merge edges." I searched for this message and found only 1 post by LarryG from 30 Sept 2008: (
http://www.ttlg.com/forums/showthread.php?t=123150&page=2). I have included BSP.exe, MeshBld.exe, and View.exe in my Thief folder. However, I have not tried n3ds2e.exe.
3ds2bin also offers a tab to edit an .e file. I get a DOS prompt with this tab, but don't know how to edit an .e file. Since my version of windows offers the DOS prompt through System32, I would guess that the files and associated programs could be used unless they are 32-bit specific.
The landscape has a lot of curves, but I would prefer to use it even if the detail would be compromised in the exporting process. I have seen the new mesh upgrades implemented in fan missions, so I don't think the build would be too complex for Dromed and Thief I.
I also would like to know if it is possible to build an FM for Thief I without 3ds Max. In addition to Blender and 3ds2bin, I also have Accutrans and Anim8or.
R Soul on 28/10/2014 at 01:08
Quote Posted by Middoth
but don't know how to edit an .e file.
Right-click, open with, select Notepad (or Notepad++ if you have that), and select 'always use this program'.
The error messages may be caused by the object having too many polys. The Dark engine can handle a huge number but BSP.exe is more limited. I'm not sure what the limit is but I can imagine a detailed landscape going over it. Try exporting a simple object (Dark Exporter also insists on a material) to make sure you've got the basics right, and if so, try breaking up the landscape into smaller objects.
Derspegn on 28/10/2014 at 06:40
Quote Posted by R Soul
Right-click, open with, select Notepad (or Notepad++ if you have that), and select 'always use this program'.
The error messages may be caused by the object having too many polys. The Dark engine can handle a huge number but BSP.exe is more limited. I'm not sure what the limit is but I can imagine a detailed landscape going over it. Try exporting a simple object (Dark Exporter also insists on a material) to make sure you've got the basics right, and if so, try breaking up the landscape into smaller objects.
Thanks for the suggestion. I've considered breaking it up with UV unwrapping.
Derspegn on 29/10/2014 at 23:34
I need to learn how how to break up the mesh because the enabled exporter gives me a Traceback (most recent call last error) regardless of how I scale it. Instead of the .bin file I want, I still get the .e and .e_org files. As R Soul suggested, the landscape may have too many polygons. I've learned how to UV unwrap for textures, but am new to mesh manipulation.
R Soul on 29/10/2014 at 23:59
Go into edit mode (tab). Some or all faces may already be selected. Press A to toggle all or none. It may help to select all, then press W and go to Remove Doubles. Select none then press B to draw a box to select vertices (or faces). Press P and choose 'selection' to create a new object. Go back to object mode (tab) and the original object plus the new one will be selected. Right click on one of them to select it exclusively.
Some good introductory videos can be found here: (
http://cgcookie.com/blender/cgc-courses/blender-basics-introduction-for-beginners/). Only the first three are necessary for Dark Engine objects.
Derspegn on 30/10/2014 at 00:22
Those are the steps I needed to proceed. I had previously viewed a tutorial about separating a mesh with loose parts, but it was for a much simpler object. I'll keep at it.:thumb: