LarryG on 28/7/2015 at 04:45
Yeah that's right. Weird.
I'm modeling an AI and everything is going fine until I re-map the texture on the legs. Mind you the legs have not caused any problems with meshbld.exe. Prior to re-mapping the textures onto the surfaces of the legs, the AI model went through meshbld.exe with no problems, and the AI worked just fine in Dromed. But as soon as I touch the texture maps on the legs, meshbld.exe crashes when it executes.
I've backed up and rebuilt the legs a few times, and everything is fine until I define a cylinder map onto either leg. If I do that, boom. If I don't, no problems. It is very clear that it is the texture map, as I can take the leg as is, run the AI through meshbld, and it works. Then I just re-map the either leg, with absolutely no changes to the geometry at all, and meshbld fails.
Now I think I can work around this by leaving the mappings alone and using a texture which wastes a lot of space, but I was wondering if anyone else had ever experienced this and if there is a known series of steps to take to try and get meshbld to work with different texture mappings when it starts getting cranky.
Nameless Voice on 28/7/2015 at 12:31
I've certainly come across it before. It's one of the main reasons why making meshes for Dark is such a pain.
I think my preferred sequence of steps was to avoid using meshbld. :angel:
You could try mapping in different ways to see if any doesn't crash it, maybe?
LarryG on 28/7/2015 at 14:41
I've had lots of mysterious failures using meshbld, but this one ... this one takes the cake. I was being soooooo careful, running meshbld after each modification to the geometry to make sure that I hadn't violated some arcane limit plane rule, and was feeling pretty good that I had managed to get the AI mesh to build and work in DromEd without any major hiccups. I guess pride really does come before a fall. :(
Yandros on 28/7/2015 at 15:05
Sorry for the pain, Larry...
Shadowspawn on 28/7/2015 at 15:21
Any error messages? Or just a plain crash?
Can you try running it through a debugger?
gamophyte on 28/7/2015 at 17:53
I've not gotten this far in editing yet, I've just been building .bin's. So take this with a grain of salt, just thinking out-loud here. As far as limits does this Meshbld.exe take issue with long texture names? Maybe it's more about the texture than the applying it.
LarryG on 28/7/2015 at 18:09
@Shadowspawn
[ATTACH=CONFIG]2166[/ATTACH]
That's it. And if I don't remap I get success. I don't understand why a different texture mapping would make any difference to meshbld.
@gamophyte: the texture name isn't long, and it doesn't even have to change. I can refer to the exact same texture. The only thing that changes is the map, not the texture.
@Yandros: I'm learning more about how to build AI meshes and some of the limits on limit planes. It's just taking longer than I had hoped.
gamophyte on 28/7/2015 at 20:49
do the legs share a single line segment? You may not want to map "across" it, rather treat it like a seam. Sorry if I'm out of my element, I really hope you get through this, I love your custom assets.
LarryG on 28/7/2015 at 22:05
No the legs are independent and don't share even a point. The issue isn't with the geometry. The issues is that meshbld doesn't want to work when the geomtry's mapping to a texture changes. I can't imagine why it even cares about the texture map, but it does.
And not to worry, I finished the AIs despite this. It's just that I couldn't remap the textures to make more efficient use of them. Instead I have to have more of them and wasted space on them. Oh well.
PinkDot on 29/7/2015 at 10:09
@Larry - why are you using MeshUp? Are you modifying a T1 character?
Not sure what part of the process you're using it. MeshUp works on .bin files and you're saying you can't output a .bin file of your character...