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Blender hilt export error? - Traceback script error


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@

 

Dont export as the glm file but as the md3. Download md3viewer and open your model in md3 format and export it as the glm. Blender supports glm only for player models

 

I exported the model as a .md3 and tried to open the file with md3viewer, however the model dosn't exactly seem to exist when I open it :

 

https://gyazo.com/e04f25c2c23872c381179a0e494ef07d     - This is what happens when the .md3 is loaded in the md3viewer

 

I have no idea about the cause of this, any more help would be appreciated ^^

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You can export a saber as a .glm, you just get Traceback errors unless you do the following:

 

1. Make sure you're not trying to export in Edit Mode.

2. When you click 'Export as GLM' and it takes you to the window to choose where to save your .glm, look down the left hand side. There will be a box named '.gla override' or 'skeleton path' or something similar. It will be filled with (by default) 'models/players/_humanoid/_humanoid. Delete this and leave the box blank before clicking Export. 

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You can export a saber as a .glm, you just get Traceback errors unless you do the following:

 

1. Make sure you're not trying to export in Edit Mode.

2. When you click 'Export as GLM' and it takes you to the window to choose where to save your .glm, look down the left hand side. There will be a box named '.gla override' or 'skeleton path' or something similar. It will be filled with (by default) 'models/players/_humanoid/_humanoid. Delete this and leave the box blank before clicking Export. 

 

I have done both of these things and have had no luck in doing so, due to this I went back to what Langerd said about exporting as .md3 file format and using md3viewer to export to .glm, i have had a bit of luck in getting the model to actually work this time, however I can't seem to get textures working with the model.

 

1. https://gyazo.com/3eb6e9a734639b655bc44a0a38ae7c8b                        .md3

 

2. https://gyazo.com/3eaa1cc3cfece4d16c511c016de83dd3                          .md3 + .skin file

 

3. https://gyazo.com/c32dbf119fbd4f996fe23181ba094a81                            The model in Blender

 

As shown in the first image above, the .md3 model file exported from Blender is white where I want it to have the textures of that in Blender (pic 3). In the 2nd picture I tried to use a .skin file but that didn't help at all as shown by just changing the white colour to a faded murky colour.

 

Any more guidance on how I should proceed? :(

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I have done both of these things and have had no luck in doing so, due to this I went back to what Langerd said about exporting as .md3 file format and using md3viewer to export to .glm, i have had a bit of luck in getting the model to actually work this time, however I can't seem to get textures working with the model.

 

1. https://gyazo.com/3eb6e9a734639b655bc44a0a38ae7c8b                        .md3

 

2. https://gyazo.com/3eaa1cc3cfece4d16c511c016de83dd3                          .md3 + .skin file

 

3. https://gyazo.com/c32dbf119fbd4f996fe23181ba094a81                            The model in Blender

 

As shown in the first image above, the .md3 model file exported from Blender is white where I want it to have the textures of that in Blender (pic 3). In the 2nd picture I tried to use a .skin file but that didn't help at all as shown by just changing the white colour to a faded murky colour.

 

Any more guidance on how I should proceed? :(

 

To set textures for a .glm model, you have to set the path to the texture (models/<path>/<texture>.<format>) as the shader key, under Ghoul 2 Properties.

For .md3 files, you'll have to set Custom Properties for each mesh of your model, namely:

 

g2_prop_name   <name of the mesh>

g2_prop_off        0

g2_prop_shader <path to the texture, including models/>

g2_prop_tag       0

md3shader          <path to the texture, including models/>

 

I'm not sure if all of the above are required, but that's how the JA Plugin manual puts it.

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To set textures for a .glm model, you have to set the path to the texture (models/<path>/<texture>.<format>) as the shader key, under Ghoul 2 Properties.

For .md3 files, you'll have to set Custom Properties for each mesh of your model, namely:

 

g2_prop_name   <name of the mesh>

g2_prop_off        0

g2_prop_shader <path to the texture, including models/>

g2_prop_tag       0

md3shader          <path to the texture, including models/>

 

I'm not sure if all of the above are required, but that's how the JA Plugin manual puts it.

 

I think I have done this and I tried to export to .glm however I keep getting an error of some sort.

 

https://gyazo.com/d7c7854cc05393cd9a6ce6b2f661b4e7

 

Currently i'm receiving an error as seen on the above picture at the top slight right of the screen.

 

My main question is, how do I take this model in Blender and export the model with the texture correctly so that the exported file will be able to read the texture files.

 

Instead of getting this textureless model - https://gyazo.com/17cb2568094e4eb3eb28d198122bb7d1

 

I have currently tried exported to .glm and .md3, the first not working at all for me and the second that i cannot figure out how to get the file to read textures, even after attempting using a .skin file and the ghoul2 properties.

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Posting here rather than replying to the PM so others can see the resolution:

 

Ok I looked at the .blend file you sent me. Your model isn't named in the correct format.

 

Under the Object tab (the orange cube) in the right-hand side, 'saber_w' needs to become 'saber_w_0'. All .glm surfaces in Blender need to end in _0 for export.

 

And then, under the Object Data tab (upside down triangle) you need to name it saber_w_0 again instead of r2b_1 or whatever it's called at the moment.

 

I also added the .jpg extension to the file location in the surface's Ghoul2 Properties box.

 

That fixes the Traceback issues when exporting to .glm in Blender - however the model you're trying to export has a separate issue which will still prevent it from exporting. It talks about Edges needed to be split at UV seams so you will need to track down which parts of the model are causing this issue and use Edge Split to resolve it. It should then export perfectly. (Don't just use Edge Split on the whole model as this will balloon the vert count)

Hashira likes this
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Thanks to @@Kualan for helping with the traceback error.

 

However, I still have a problem with UV seams when exporting, persistantly getting this error - "Could not load surface saber_w (LOD 0) from Blender: UV seam found! Split meshes at UV seams."

 

I would love some extra advice on how to actually proceed in finding and dealing with this problem in exporting with blender to .glm file format.

 

Screenies :

 

https://gyazo.com/f9c4deb31b269b5d84d49966eebf678c

 

If you need the download link to the current files I have please PM me.

 

Any help would be greatly appreciated in resolving this issue.

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Under the Object tab (the orange cube) in the right-hand side, 'saber_w' needs to become 'saber_w_0'. All .glm surfaces in Blender need to end in _0 for export.

No, this is actually only the case for model_root_0 or whatever the root in the hierarchy is called, everything below that is traversed automatically and the _0 suffix is just a convention used on import. For export only the properties count.

 

And then, under the Object Data tab (upside down triangle) you need to name it saber_w_0 again instead of r2b_1 or whatever it's called at the moment.

The name of the mesh is irrelevant as well, only the g2 property counts.
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No, this is actually only the case for model_root_0 or whatever the root in the hierarchy is called, everything below that is traversed automatically and the _0 suffix is just a convention used on import. For export only the properties count.

 

The name of the mesh is irrelevant as well, only the g2 property counts.

 

Huh, weird. I just tested it on a .glm and you're right - removing the _0 from a mesh surface's Object and Object Data tab still exported. I wonder what was causing @ 's traceback error then, since my steps fixed the issue? Was it just adding the '.jpg' extension to the shader box under Ghoul2 properties?

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@ wait.. whaa??? I made a lot of models and i exported them as the md3 - i didnt split the edges because exporter ALWAYS exported the model for me. For making weapons you must delete all ghoul properties and in the object data just simply add a table called - md3shader and below add path to the texture.

 

Also models need to be made of triangles. That is why Your model was invisible. Also check normals because many times it is an issue.

 

Mrwonko made tutorial on Youtube how to export hilt.

 

I made a lot of the md3s and i used seams .. not edge sharp and it always worked fine

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