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Collada Warning


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On testing a new model I got this warning and the model does not appear in game.

WARNING: Framebuffer object incomplete: 36054

WARNING: Collada warning: FCollada warning 98: Unknown or missing polygonal material symbol in geometry.

I named it the same as an exisiting Unit so it's probably something simple.

Maybe an export setting in Max?

Edited by privateer
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Two things to check:

- All faces should be UV unwrapped to the same texture

- All faces should be triangles

Hopefully that'll do it :)

Everything is UVed to the same texture and everything is triangles.

It's just the walls of a house that I tried to put in Game.

Could leaveing the roof off cause the problem?

As the back sides would be invisible.

I use Max 2008 at this point but I'm doubting that's the problem as the FBX signature in the dae files are the same.

Edited the XML file involved as I don't have the prop points and the error messages are gone.

(A simple problem as I thought. DUH!)

Still does not show in Game yet though.

:blink:

Edited by privateer
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Try this: Remove any unnessary objects such as cameras, lights, and other mesh objects. Only export the 1 object you want.

I'll go back through the export process and insure there's no extra stuff.

It should only be one object but I'll double check that also.

The scale should be correct as I used an existing building to scale to.

On exporting with Max FBX, you use mostly stock setting?

I've never used the FBX export option before so it's all Greek to me.

:crazy:

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I use Blender so am unable to answer your stock Max setting question - Just make sure it's exporting the UVs ;)

Roger Mate.

I've finally got all weekend, well mostly except for putting a new battery in the Wife's Triumph, checking the front end of her car, fixing my exhaust on the truck, etc, etc.

:wacko:

I'll figure this out and make sure I post the solution for future references.

One thing I do use is JSGME to enable any changes to Game files.

It allows one click installs and one click un-installs of files.

And no files are harmed in the process.

B)

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Rather than using the default FBX/DAE plugin that comes with R8, try following the instructions here:

http://trac.wildfire...ocument#a3dsMax

Install the ColladaMax plugin. See if that works for you :)

I've been trying the included Demo's and such.

I believe those still use the pmd files?

Is there a scenerio that uses the newer models for the hele_house_a?

I caught that reference to R8.

:brow:

Here's a render of what I'm testing.

WARNING! 50 some meg rar file!

Edited by privateer
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Sorry, R8... yeah I'm a bit old school. 2008 is what you have though right?

From the website: "ColladaMax 3.05A: added support for 64-bit compilation and 3dsMax 2008." So it should work for your version. ColladaMax exports .dae files. The .pmd files are only exportable from R6 with a WFG custom plugin - so you don't even have to think about that. The .dae format is superior to the old .pmd format in that the vertexes during animation are weighted vs. 100% fixed to one bone or another.

Your model looks like a great start. I typically didn't model details that could be done with a texture (like window sills), and the interior walls don't need to be modeled either if they are fully hidden by a roof :) Though I'm not sure what the current art department policies are anymore.

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WARNING: Framebuffer object incomplete: 36054

What version of the game are you running, and what OS and graphics card? (There some known problems with that in alpha 4, but I thought they'd been fixed now.)

WARNING: Collada warning: FCollada warning 98: Unknown or missing polygonal material symbol in geometry.

That seems to be a harmless warning - I think it means the mesh had no material, but we don't use materials anyway so it doesn't matter. I should probably just disable that warning (it affects some of our existing models too).

The .dae format is superior to the old .pmd format in that the vertexes during animation are weighted vs. 100% fixed to one bone or another.

(To be pedantic, that's not a difference in the file formats, it was just a bug in the .pmd exporter. Same effect, though :))

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I figured out my problem with the building not showing.

:D

I had things in a subfolder that should not have been there.

pyrogenesis_test_building.jpg

I'll finish UV mapping the rest of the building and adding the needed props and such now.

@Ykkrosh

OS : Win7 SP 1 (6.1.7601)

CPU : IA-32, Intel Pentium 4 3.40GHz (1x1x2), 3.41 GHz

Memory : 2048 MiB; 1068 MiB free

Graphics Card : NVIDIA GeForce 7600 GS

OpenGL Drivers : 2.1.2; nvoglv64.dll (8.17.12.6099), nvoglv32.dll (8.17.12.6099)

Video Mode : 1440x900:32

Sound Card : Realtek AC'97 Audio for VIA ® Audio Controller

Sound Drivers : wrap_oal.dll (2.2.0.5)

@Wijitmaker

The render was done with double-sided enabled in Deep X.

The model is single sided though.

I saw the window sills on the Towers and they look so much better but I can change things if needed.

So far this House weighs in at less then 300 faces.

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That seems to be a harmless warning - I think it means the mesh had no material, but we don't use materials anyway so it doesn't matter. I should probably just disable that warning (it affects some of our existing models too).

Done.

Graphics Card : NVIDIA GeForce 7600 GS

The screenshot looks like alpha 4, and I think that framebuffer error on NVIDIA cards has been fixed, so hopefully it'll be okay in alpha 5.

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Wow very nice! :) How big is it compared to the existing houses?

Just slightly bigger as I based it off of the image I was given to work with.

I used the door from an existing house then rough scaled around it.

It can be scaled down if need be.

And faces count is 261

Here's a shot of the original House next to the one I did.

hele_house_a.jpg

Edited by privateer
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Just slightly bigger as I based it off of the image I was given to work with.

I used the door from an existing house then rough scaled around it.

It can be scaled down if need be.

And faces count is 261

Here's a shot of the original House next to the one I did.

hele_house_a.jpg

Nice! Maybe add a chimney or hole in the roof for possible smoke particles? (don't know much about hellenic housing)

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@ Privateer : I'm glad to know that you've just found a new game to mod that will keep you busy in Max. :cheers:

I guess these guys still don't know what you can do in a game once you feel familiar with it. :i-m_so_happy:

I'll keep my mouth shut and will let them see with their own eyes ! :naughty:

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