Another strange Import problem

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Another strange Import problem

Postby Martiander ID:Martiand » Sat Jun 26, 2010 11:18 pm

After being away for a while (health issues) im back to full swing.
Well at least i try to be.

Today i started again by re-testing some of my old builds with the new devenloper package, and found a strange issue.
Everytime i try to load a collada file into the item editor i now get the following error message:

Progress:
ERROR : main() : Failed to load COLLADA document, E:\BUILD\bluemars-client\release_2010_05_18_dev\CryENGINE2\Code_new\Tools\bmTools\bmImportCmd\main.cpp
--> Aborting.
<bmImportCmd> log ends

Thats more then strange, cause E is my DVD drive.
I never stated anywhere a pathchange for the installer.

So now the question (cause i diddnt found it by myself) is there an INI file i can edit to change that?
Or is this maybe a deeper issue and i miss something here ?

Dain Shan
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Re: Another strange Import problem

Postby Maklin-Deckard ID:Maklin-D » Sun Jun 27, 2010 11:13 am

I am getting a similar error, looking for non-existant files on an E: drive. I have uninstalled both the end-user client and tools, then reinstalled after checking for leftover files and registry entries, same error after reinstall. Blue Mars has NEVER been on the E: drive. I have seen posts on here blaming model errors, however I sent my model (both source and collada file) to another developer who exports it without any issues whatsoever...even sent me a screen shot of the model in the editor.

I am running Win7 Ultimate, 8gb RAM.
Blue Mars and dev kit is on C:\ a terrabyte drive with 700gb free.

<bmImportCmd> log start, file"C:\Program Files (x86)\Blue Mars City Developer Tools\Game\Objects\MyData\test_collada\cherry filing cabinet.import.log"
bmImportCmd v3.8.0 : 29 Sep 2009

Command line:
C:\PROGRA~2\BLUEMA~2\Bin32\bmImportCmd.exe -log -useFauxMap -fauxMapFilePath textures/ar/Common/ar_solid_255_255_255_diffuse.dds -autoProxy -mtl -texturePath objects/mydata/test_collada/ C:\Program Files (x86)\Blue Mars City Developer Tools\Game\Objects\MyData\test_collada\cherry filing cabinet.dae C:\Program Files (x86)\Blue Mars City Developer Tools\Game\Objects\MyData\test_collada\cherry filing cabinet.cgf

Progress:
--> Executing name fix pass.
--> Executing triangulator.
--> Executing check pass.
--> Executing faux map pass.
--> Executing auto proxy pass.
--> Executing conforming pass.
--> Executing conversion pass.
ERROR : convert_Mesh() : Geometry exporter init failed, E:\BUILD\bluemars-client\release_2010_05_18_dev\CryENGINE2\Code_new\Tools\bmTools\ColladaCry\convert.cpp
ERROR : convert_Mesh() : Geometry exporter init failed, E:\BUILD\bluemars-client\release_2010_05_18_dev\CryENGINE2\Code_new\Tools\bmTools\ColladaCry\convert.cpp
ERROR : convert_Mesh() : Geometry exporter init failed, E:\BUILD\bluemars-client\release_2010_05_18_dev\CryENGINE2\Code_new\Tools\bmTools\ColladaCry\convert.cpp

Removed about 25 identical error lines.

ERROR : convert_Mesh() : Geometry exporter init failed, E:\BUILD\bluemars-client\release_2010_05_18_dev\CryENGINE2\Code_new\Tools\bmTools\ColladaCry\convert.cpp
--> Writing geometry/animation file.
--> Executing material pass.
--> Writing material file.
--> Finished.

<bmImportCmd> log ends
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Re: Another strange Import problem

Postby baknight ID:baknight » Mon Jun 28, 2010 1:47 pm

Sorry if you've already done so, but could you please start a ticket with the helpdesk in relation to this issue?
Bryce Knight
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Re: Another strange Import problem

Postby Magellan ID:Magellan » Fri Jul 02, 2010 2:55 am

I've been working on a new item, checking it periodically in the cloth editor. All went fine until today, when it failed to attach, and further investigation revealed this in the skel.import.log:

WARNING: checkPassFn() : No HitMesh objects found, E:\BUILD\bluemars-client\trunk\CryENGINE2\Code_new\Tools\bmTools\ColladaCry\check.cpp

Why the sudden interest in my E drive? Particularly after working fine for over a dozen previous imports? All the other logs seemed to have nothing untoward in them.
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Re: Another strange Import problem

Postby andrei ID:andrei » Fri Jul 02, 2010 11:27 am

Mako, E:\ drive is the location of the source files that we used to compile the tools, it's not your PC that converter tries to access. All warning/error messages from tools come with a place-stamp, for better debugging.

Are you able to generate the .CHR file? Please try to rebuild the cloth in question from the source collada model, use one of the available cages and attach. The failure to attach may come from old asset.xml file that sits in the same folder and has an obsolete cage, like FullBodySuit. New name is FullBodySuit_v2. Old cages are supported in-game, but not in the Editor.

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Re: Another strange Import problem

Postby Magellan ID:Magellan » Fri Jul 02, 2010 7:42 pm

Yes, it generated a chr file for me. It appeared not to make a che though.

However, when I re-exported from Blender, the problem disappeared. Just one of those things, I guess :)
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Re: Another strange Import problem

Postby Magellan ID:Magellan » Mon Jul 05, 2010 6:29 am

I'm getting this very irritating error again and again, and this time re-exporting is not fixing it. What stops the che file from being made? Can you give us the preconditions for this so that whatever the problem is can be removed? I am reduced to time consuming near-random guessing and experimentation now, in the absence of any understanding about what the actual conversion process really does.
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Re: Another strange Import problem

Postby Magellan ID:Magellan » Mon Jul 05, 2010 5:14 pm

I managed to get around this eventually, by going back to Blender and redoing several UV maps. They seem to have developed mismatches with the meshes as a result of doing decimation (required to meet the <5000 triangle limit). However, I cannot be sure that mismatches were what caused the problem. I've attempted to recreate it by messing around with meshes today, but no matter what I do I cannot get things to misbehave. I am afraid I cannot send the files that were causing problems because I deleted them.
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