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Asrule
08-01-2008, 12:00 AM
I followed the tutorial on csomodelling.blogspot.com for making a 3h wall. I used a gif texture sized to 256x256 and exported it into a ase file. I open the importer, and basically get nowhere. I click create ovl, I add my .ase, I add a prefix, I set my level of detail to 10, I click create ovl. I get two errors.

19:55:37: Model 'my3hwall': No usable groups left. Model invalid.
19:55:37: Level of Detail 'my3hwall' (10.0): Error in corresponding model.

I'm lost, please help me.

ThingMaker
08-01-2008, 12:10 AM
Wait, you exported a GIF into an ASE? If you did not type that wrong, and that's what you did, then there's your problem. The 3H wall is what is suppose to be the ASE not the GIF texture. Are you using sketchup?

Asrule
08-01-2008, 12:24 AM
I used blender for my wall. I thought I read somewhere that the latest versions of the importer can handle .gif. I also tried using just a bare wall model with no texture. exported that as a .ase the tried combining them in the importer. I had no luck there either. I used a .gif because the texture I want to use has transparent parts. The tutorial video I used as a guide was http://www.youtube.com/watch?v=zpvYV0oNM5c. In the video he textures the wall right in blender then exports the .ase

-GS-
08-01-2008, 12:28 AM
The tutorials at http://www.chaosxtreme.com/rct3/totorial_main.html might be a little easier to follow. It's mainly for sketchup CS but there are some importer tutorials ;).

mikeyca
08-01-2008, 12:30 AM
As far as I know, the transparency built into a GIF doesn't carry over the transparency into RCT3--in fact, I'm not certain that you can use a GIF for a texture at all. If you can, I certainly haven't seen anyone using it, mainly because the quality is so poor.

If you're using Blender with the latest version of the importer that Belgabor released, then I STRONGLY recommend that you install the Blender script for exporting to the Model XML (.modxml) format. It's FAR more stable than the ASE export script when importing your models. Good luck!

Asrule
08-01-2008, 12:34 AM
As far as I know, the transparency built into a GIF doesn't carry over the transparency into RCT3--in fact, I'm not certain that you can use a GIF for a texture at all. If you can, I certainly haven't seen anyone using it, mainly because the quality is so poor.

If you're using Blender with the latest version of the importer that Belgabor released, then I STRONGLY recommend that you install the Blender script for exporting to the Model XML (.modxml) format. It's FAR more stable than the ASE export script when importing your models. Good luck!


I tried that too. But for some reason I get a Python error when I try to export. Should I be using .png's instead of .gif?

-GS-
08-01-2008, 12:44 AM
I tried that too. But for some reason I get a Python error when I try to export. Should I be using .png's instead of .gif?

PNG's for transparency and recolorability and JPG's for a solid texture.

Vodhin
08-02-2008, 10:29 AM
The texture is not really at issue (though you should use PNG or BMP for easy use), but I'm not sure if GIFs are supported- I think the Importer will only let you select supported textures.

Your problem is that you added the model, but did not set up 1) the LODs, and 2) the mesh settings for the model. Double click the model and make sure it hase a texture assigned to the meshes, then use the LOD "A" button gto automatically create LODs. Also, do not re-name the model name (in the Create OVL window) unless you also rename the used models in the LODs,

Asrule
08-02-2008, 04:21 PM
The texture is not really at issue (though you should use PNG or BMP for easy use), but I'm not sure if GIFs are supported- I think the Importer will only let you select supported textures.

Your problem is that you added the model, but did not set up 1) the LODs, and 2) the mesh settings for the model. Double click the model and make sure it hase a texture assigned to the meshes, then use the LOD "A" button gto automatically create LODs. Also, do not re-name the model name (in the Create OVL window) unless you also rename the used models in the LODs,

Wow! the support in this community is second to none. I'm always affraid to ever ask anything, on any forum, because I haven't invested in a good quality flame shield. People here are very helpful and have pointed me to the right places and now I have installed my first CS. Thanks to all.

Belgabor
08-04-2008, 08:08 AM
To clear up the texture format issue:
- The importer supports a lot of bitmap formats, not only the ones it shows by default (that's only the most popular ones).
- I don't know from the top of my head if GIF is in the list, but it's certainly supported (but that doesn't make it a good choice...).

Personally I recommend always using png as it is widely supported and has certain key features no other popular image format combines:
- Good, lossless compression
- Full colour range
- Optional alpha channel

Dragonkhanrider
09-17-2008, 03:03 PM
So, I have the same problem, and my model hasn't any texture...
what I should do, then?

(sorry for my poor english)

Bye and thanks!

Belgabor
09-17-2008, 06:52 PM
All meshes need a texture.