MeshBld: Interminated Constant Error. Help! - by FireMage
FireMage on 7/2/2012 at 21:33
Hello Ladies and Gentlemen,
I have a big problem. I'm trying to make the old crayman more beautifull with more polys.
I work in blender. I have spend a big part of my time to make it, and know it is done.
I can export it in 3ds, then everything is ok. After I can convert it into E. Nothing suspect,
and sudenly: MeshBld say "Error:Interminated Constant", what is that taff, and what can I do?
I have enter in the Dos: "MeshBld Crayman.e Crayman.bin crayman.map -mcrayman.mjo -v"
Meshbld.exe, Crayman.e, crayman.map and crayman.mjo are in the same folder.
If someone have the solution, please, show your-self!
if nobody have the solution, then I'll be forced to submit the 3ds, or the E in the thread tomorrow, then, hope that someone will look at it and correct my problem, tell me what's wrong.
Thanks!
scarykitties on 7/2/2012 at 23:09
Yametha had a similar error in (
http://www.ttlg.com/forums/showthread.php?t=49524) this thread. Shadowspawn recommended double-checking all material names. I'm not quite sure what that means.
Look forward to seeing the finished Crayman!
You're sure that all joint planes are in the right place and everything?
FireMage on 8/2/2012 at 01:12
I have read the thread, It isn't the same trouble.
I have done few test on it, it isn't with the part, the problem is with the corpse, and I just can't understand why!
So, I think that I have to find a guy who can do something with a better software than Blender, he'll maybe do something for me.
But, I'm so tired, it will wait for tomorrow.
good night fellows :bored:
Shadowspawn on 8/2/2012 at 18:03
FM,
Send me the .E file - I'll try and look at it this weekend. (After I look at scarykitties object issue).
At least you're getting an error message - it usually just punts and silently crashes for me...:mad:
FireMage on 8/2/2012 at 18:32
Okay, here the link to download the E and the 3ds:
(
http://www.mediafire.com/?ka78nw8zb71mshm)
For all bad taffer who have the idea to download it, correct it then put it in their mission saying that they are the maker: if you want to use it in your fm, just credit me.
So, scarykitties is seeking for the problem in the .3ds, so your welcome with the .e.
Thanks! And good luck!
FM
R Soul on 8/2/2012 at 21:02
Quote Posted by FireMage
For all bad taffer who have the idea to download it, correct it then put it in their mission saying that they are the maker: if you want to use it in your fm, just credit me.
I'm not sure why you think people would do that. Lack of credit is usually an oversight.
Your error message is caused by there being double quotes in the material names.
Removing the double quotes in Blender will fix that issue, but will reveal new ones:
vertex 466: -0.058975, -0.439690, 5.079021 not assigned to seg
vertex 467: -0.058975, -0.439690, 5.079021 not assigned to seg
It also says localize_coords: vertex 0 has invalid segID -1
[s]I had that error once, and it was something to do with the relationship between the vertex and the joints/planes. I can't remember the solution though.[/s]
edit:
FixedUse the above coordinates to set the location of the 3d cursor, and it'll show you where the problematic vertex is. It's just below a plane called XJNEC_SABD. All you need to do is move the vertex up so that it's just above that plane.
This is the point (click to enlarge):
(
http://s912.photobucket.com/albums/ac326/rsoulinternet/Dromed/cmvertex.gif)
Inline Image:
http://i912.photobucket.com/albums/ac326/rsoulinternet/Dromed/th_cmvertex.gifThis is where it should be:
(
http://s912.photobucket.com/albums/ac326/rsoulinternet/Dromed/cmvertex_fixed.gif)
Inline Image:
http://i912.photobucket.com/albums/ac326/rsoulinternet/Dromed/th_cmvertex_fixed.gif(There is actually a group of vertices there; one for each triangle that shares it. You'll have to box-select the vertices before moving them.
scarykitties on 8/2/2012 at 23:11
...
Really? That's all that's wrong?
*feels stupid for spending five hours today rebuilding the joint planes to almost work just right*
(
http://www.4shared.com/zip/3Gre7ya-/CrayMan.html) Here if anyone needs it (be sure to credit FireMage for the model and stuff)
Inline Image:
http://i42.tinypic.com/jr7jon.jpgI had a hell of a time trying to figure out how the big pincer's planes were meant to be positioned, and then there was a recurring issue with a rigid plane making the whole body twist and skew.
It's almost correct, but the back/shoulder still has a weird stretchyness to it and I don't know what's causing it.
R Soul on 8/2/2012 at 23:30
The one I tested with also has that problem, I just didn't test in Dromed until now :o
edit: I just tested with the original mesh, and that also has stretching problems.
scarykitties on 8/2/2012 at 23:55
I don't have stretching problems with the original mesh when I use the joint planes that I modified.
See (
http://www.youtube.com/watch?v=p_uCshLkZi0) this video to see what I'm talking about. The dark one without proper texturing yet is FireMage's new model. The one in the middle is the original Thief Gold Crayman, but uses the joint planes that I modified. Next to it is an original Thief Gold Crayman. As far as I can tell, the modified planes work perfectly for the original crayman model, but something gets messed up with the higher-res model. There is some weird stretching on the back/underarm.
LarryG on 9/2/2012 at 01:29
Is it just me being tired, or do two of the craymen have "male parts" that I don't remember on the original?
Edit: There also seems to be a gap going down the back of new model's neck and shoulders that may indicate the mesh was not fully welded into closed continuous skin. It shows as a transparent line when the crayman moves.
[ATTACH]1080[/ATTACH]