john_smith_account Posted September 17, 2011 Share Posted September 17, 2011 *REMOVED* 3 Link to comment Share on other sites More sharing options...
0 Arcaith Posted January 12, 2012 Share Posted January 12, 2012 OZMAV exports maps at 1/100th of their proper size, I believe. Link to comment Share on other sites More sharing options...
0 Jason777 Posted January 12, 2012 Share Posted January 12, 2012 Ok this is rather frustrating, "none" of the maps that export from Ozmav2 show up with textures in anything I've used in several programs, I even tried Ozmav r76 which is what JSA was using and absolutely nothing. I get the model(which shows up tiny) and still no textures. I've even tried using Tig's importer and nothing either. I even switched the map commands just incase, same thing. I had this problem too, Zeth. Here's the fix I found and posted earlier (look a few posts up) in this same thread: And again, nevermind... I've figured out a somewhat useful process to get OBJ dumps from OZMAV2 working with TIG's OBJ Importer for SketchUp. The imports are not flawless, though, there are quite a few texture errors but either program could be to blame. Anyways, after about an hour of research about the processes of TIG's importer and the format of OBJ and MTL files in general here's how I found a workaround: Simply replace all instances of map_Ka in the MTL file produced by OZMAV2 with map_Kd. It turns out that TIG really likes parsing and creating OBJ and MTL files in a certain way, the usage of map_Kd being one of the commands (not really sure what to call it) he's most suited to. Link to comment Share on other sites More sharing options...
0 john_smith_account Posted February 13, 2012 Author Share Posted February 13, 2012 Updated my first post on topic to reflect changes in my modeling technique. Link to comment Share on other sites More sharing options...
0 Rinku Posted April 14, 2012 Share Posted April 14, 2012 Excuse me, do you think you could post here a more detailed version of the method to prevent the texture problems discussed in SharpOcarina's thread? Thank you very much! Link to comment Share on other sites More sharing options...
0 Rinku Posted May 17, 2012 Share Posted May 17, 2012 I am sorry for the double post... I just moved one of my older, ungrouped rooms (or room complexes) with one of its corners to 0,0,0 (it's not its extreme/outer corner but the room isn't a cube so...), then I made all of the groups and didn't move the room at all. There are still texture errors. I think I have misunderstand something... Link to comment Share on other sites More sharing options...
0 john_smith_account Posted May 21, 2012 Author Share Posted May 21, 2012 Sorry, that doesn't work. They have to be built at 0,0,0, then grouped and then you can move them. If the error is small, like 1 or 2 walls, you can: Delete the poly with the error. Make a new wall at 0,0,0. Cut and paste the replacement wall into place. Like I said, fixing errors in old maps is much harder than building new ones. Link to comment Share on other sites More sharing options...
0 Armos Posted June 20, 2012 Share Posted June 20, 2012 The link to the OBJ plugin is broken. Would you care to reupload the file if its possible? Thanks. Link to comment Share on other sites More sharing options...
0 delicious_infection Posted June 28, 2012 Share Posted June 28, 2012 The link to the OBJ plugin is broken. Would you care to reupload the file if its possible? Thanks. Assuming the OBJ exporter is still an unmodified version of Tig's you can find it here: http://forums.sketchucation.com/viewtopic.php?f=323&t=33448 You have to sign up, but it's literally nothing. 1 Link to comment Share on other sites More sharing options...
0 Armos Posted June 30, 2012 Share Posted June 30, 2012 Assuming the OBJ exporter is still an unmodified version of Tig's you can find it here: http://forums.sketch...?f=323&t=33448 You have to sign up, but it's literally nothing. Thanks, I appreciate it. Link to comment Share on other sites More sharing options...
0 Rip4D Posted August 10, 2012 Share Posted August 10, 2012 Does anybody happen to know the rough estimate of a boss door's dimensions? I know a normal door is ~6x10 units, but I'm not 100% sure as to what the boss door will be :s Link to comment Share on other sites More sharing options...
0 SanguinettiMods Posted August 10, 2012 Share Posted August 10, 2012 You can find that here. Link to comment Share on other sites More sharing options...
0 Rip4D Posted August 10, 2012 Share Posted August 10, 2012 Oooh thank you. I papreciate it Link to comment Share on other sites More sharing options...
0 modman Posted February 15, 2013 Share Posted February 15, 2013 so im working on small map to play around with actor placement, but then i get this error:whats going on here? is it a problem with sketchup or sharpocarina? Link to comment Share on other sites More sharing options...
0 haddockd Posted February 15, 2013 Share Posted February 15, 2013 You need to click Details on the bottom left of the window to give them all of the error info possible. Although they should have caught it in the first place Link to comment Share on other sites More sharing options...
0 modman Posted February 15, 2013 Share Posted February 15, 2013 You need to click Details on the bottom left of the window to give them all of the error info possible. Although they should have caught it in the first place give it to who? and what do you mean when you say they should have caught it? Link to comment Share on other sites More sharing options...
0 xdaniel Posted February 15, 2013 Share Posted February 15, 2013 give it to who? and what do you mean when you say they should have caught it? Give it to the people reading this thread, including the author of SharpOcarina (myself). And I presume haddockd means I should've caught it in the program's code, using a try-catch statement which can catch those exceptions and deal with them internally, so that the user doesn't get a mean dialog box like that. Which he's right about, I'm using try-catch far too little... Link to comment Share on other sites More sharing options...
0 Jason777 Posted February 15, 2013 Share Posted February 15, 2013 I can tell you one thing that most people new to SharpOcarina experience when they first use it: their maps are too big. Try rescaling the map in SketchUp to be a bunch smaller. Link to comment Share on other sites More sharing options...
0 modman Posted February 15, 2013 Share Posted February 15, 2013 i did scale it down and it didnt really help at all :/(heres the error i get) See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************System.IndexOutOfRangeException: Index was outside the bounds of the array. at SharpOcarina.ObjFile.ParseObj(String Filename) in C:Dokumente und EinstellungenDanielEigene DateienVisual Studio 2010ProjectsMapDevMapDevObjFile.cs:line 275 at SharpOcarina.ObjFile..ctor(String Filename, Boolean IgnoreMats) in C:Dokumente und EinstellungenDanielEigene DateienVisual Studio 2010ProjectsMapDevMapDevObjFile.cs:line 41 at SharpOcarina.MainForm.button4_Click(Object sender, EventArgs e) in C:Dokumente und EinstellungenDanielEigene DateienVisual Studio 2010ProjectsMapDevMapDevMainForm.cs:line 1050 at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)************** Loaded Assemblies **************mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.296 (RTMGDR.030319-2900) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll----------------------------------------MapDev Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Users/dsfGldf'gdfgdfg/Documents/Everything/0E/tools/Hacks%20Tools/MapDev.exe----------------------------------------System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1002 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll----------------------------------------System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1001 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll----------------------------------------System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.1001 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll----------------------------------------OpenTK Assembly Version: 1.0.0.0 Win32 Version: 1.0.278.44921 CodeBase: file:///C:/Users/dsfGldf'gdfgdfg/Documents/Everything/0E/tools/Hacks%20Tools/OpenTK.DLL----------------------------------------OpenTK.GLControl Assembly Version: 1.0.0.0 Win32 Version: 1.0.278.44921 CodeBase: file:///C:/Users/dsfGldf'gdfgdfg/Documents/Everything/0E/tools/Hacks%20Tools/OpenTK.GLControl.DLL----------------------------------------System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.233 built by: RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll----------------------------------------************** JIT Debugging **************To enable just-in-time (JIT) debugging, the .config file for thisapplication or computer (machine.config) must have thejitDebugging value set in the system.windows.forms section.The application must also be compiled with debuggingenabled.For example:<configuration> <system.windows.forms jitDebugging="true" /></configuration>When JIT debugging is enabled, any unhandled exceptionwill be sent to the JIT debugger registered on the computerrather than be handled by this dialog box. Link to comment Share on other sites More sharing options...
0 Jason777 Posted February 16, 2013 Share Posted February 16, 2013 I really do think it has something to do with your OBJ file and not a problem with the program. Would you mind uploading the SketchUp or OBJ file? Link to comment Share on other sites More sharing options...
0 modman Posted February 16, 2013 Share Posted February 16, 2013 I really do think it has something to do with your OBJ file and not a problem with the program. Would you mind uploading the SketchUp or OBJ file? sure, heres the files. (contains both the sketchup and obj) http://www.mediafire.com/?su44lli1b1t5452 the weird thing though is that before this, i imported a successful map. everything worked and i got no errors. after i tried to open this map, i got the error and it didnt work. i tried opening the old map i successfully imported and if gave me the error for that too Link to comment Share on other sites More sharing options...
0 haddockd Posted February 17, 2013 Share Posted February 17, 2013 xDan, IndexOutOfBounds... Are you manually indexing or accessing arrays? Why not use Lists? They are easy to work with And yes I was referring to Try/Catch blocks but I was just being a smarty pants Link to comment Share on other sites More sharing options...
0 modman Posted February 18, 2013 Share Posted February 18, 2013 xDan, IndexOutOfBounds... Are you manually indexing or accessing arrays? Why not use Lists? They are easy to work with And yes I was referring to Try/Catch blocks but I was just being a smarty pants well see im very VERY new to this, so i have no idea what indexing or accessing arrays does, how to use lists or anything. all i know is making the map, putting it in sharp ocarina, and injecting it. very yknow.. basic lol Link to comment Share on other sites More sharing options...
0 haddockd Posted February 18, 2013 Share Posted February 18, 2013 I was addressing xDaniel and his actual code in SO, not your map making abilities Link to comment Share on other sites More sharing options...
0 modman Posted February 18, 2013 Share Posted February 18, 2013 I was addressing xDaniel and his actual code in SO, not your map making abilities oh, i thought the "xDan" was part of that indexoutofbounds thingmy bad lol Link to comment Share on other sites More sharing options...
0 xdaniel Posted February 18, 2013 Share Posted February 18, 2013 (edited) xDan, IndexOutOfBounds... Are you manually indexing or accessing arrays? Why not use Lists? They are easy to work with And yes I was referring to Try/Catch blocks but I was just being a smarty pants As he appears to be using SO v0.6 (thus r17), line 275 of ObjFile.cs should be: StreamReader SR = File.OpenText(Filename); What? Not to mention, File.OpenText isn't even supposed to throw an IndexOutOfBoundsException! EDIT: Alright, got the map, gonna try and debug this... EDIT 2: Okay, two things: I have no idea what build of SO he's using. On my local source, it bails on line 362, which is also line 362 in r17 (= v0.6) on the SVN. Next, the .obj file does something that's apparently valid, but that I hadn't seen before: f 95/121/3 96/122/3 97/123/3 98/124/3 99/125/3 100/126/3 101/127/3 102/128/3 103/129/3 104/130/3 105/131/3 106/132/3 107/133/3 108/134/3 109/135/3 110/136/3 26/137/3 25/138/3 28/139/3 27/140/3 30/141/3 32/142/3 31/143/3 34/144/3 36/145/3 35/146/3 38/147/3 40/148/3 39/149/3 42/150/3 44/151/3 43/152/3 46/153/3 48/154/3 47/155/3 50/156/3 52/157/3 51/158/3 54/159/3 56/160/3 55/161/3 57/162/3 59/163/3 58/164/3 60/165/3 61/166/3 6/167/3 4/168/3 111/169/3 112/170/3 ...it's got a whole lot of indices on a single face definition line, which the triangulation code doesn't like; namely three temporary arrays with 16 elements each, used for vertex, texture coordinate and normal indices. Haaa, I guess I'll see about pushing out one final "this isn't in development anymore!" SO update -.- Edited February 18, 2013 by xdaniel Link to comment Share on other sites More sharing options...
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Who wouldn't want to have an eye patch, parrot and a hook hand all while running around looking for booty? ARG lol
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I'd actually really like to push the use of plain text .x files rather than .obj, since these have support for vertex colours and animations. Unfortunately, since a lot of people use SketchUp, that mi
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