Author Topic: AHII OE Conversion Error Bug.  (Read 1202 times)

Offline Denholm

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AHII OE Conversion Error Bug.
« on: January 17, 2007, 09:44:11 AM »
Whenever I attempt to convert an AC3D file from the OE it succesfully converts the file but never generates the ".htx" texture file. Is anyone else having the same problem or could it just be the .ac file?
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Offline Dux

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AHII OE Conversion Error Bug.
« Reply #1 on: January 17, 2007, 11:06:20 AM »
Denholm, is the BMP file for the model in the same folder as the model? The OE needs them both to be in the same place... something I found out the hard way.

Also, make sure your BMP is 8-bit... AC3D will allow a 24-bit texture, but the OE will not. Double check the pixel sizes, also... 128x128, 256x256, 128x256, etc.

Good luck! :)
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Offline BlauK

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AHII OE Conversion Error Bug.
« Reply #2 on: January 17, 2007, 11:07:11 AM »
Check this:

Your original .bmp has to be in the very same folder with the .ac file when you texture the ac model in ac3d and when you make the conversion in OE.


  BlauKreuz - Lentolaivue 34      


Offline Denholm

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AHII OE Conversion Error Bug.
« Reply #3 on: January 17, 2007, 11:10:34 AM »
Yes yes and yes. Lemme just say it this way. I performed all of this when I made my first custom object. I'm using the same texture (.bmp) file now. And yes, it is in my userlib folder which also has the .ac file. So everything is in place to generate a .htx file, but the OE just won't make it. This is odd because this same file (unaltered) worked before, yet now it won't.
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Offline hitech

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AHII OE Conversion Error Bug.
« Reply #4 on: January 17, 2007, 11:56:59 AM »
Double check the full path name of the bmp in the ac3d file.

Offline Denholm

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AHII OE Conversion Error Bug.
« Reply #5 on: January 17, 2007, 12:16:11 PM »
Well, I'm not exactly sure what I am to do. So I'll just explain a few things that I did leading up to this event.

1. I opened the Blender (Program I use to make my 3d objects)
2. I edited my custom object to make sure it was ready for exporting into ac3d format (.ac)
3. I re-apply the texture (Since the blender somehow lost the data about which file to use) to my custom shape.
4. I save again.
5. I export my custom object in .ac form to: C:\Program Files\HTC\ah2editor\userlib\
6. I place both the .jpg and the .bmp version of the texture in the "userlib" folder which contains the custom object. (Blender uses .jpg images for textures, yet makes sure to convert over to .bmp format when exporting to AC3D. So the .ac file looks for the equivalent .bmp file to generate the .htx file)
7. I load the OE
8. I Convert the .ac file with no errors showing.
9. I exit the OE
10. I look into the userlib folder to find my custom object converted to .shp, but no .htx file.
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Offline BlauK

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AHII OE Conversion Error Bug.
« Reply #6 on: January 17, 2007, 01:11:02 PM »
The default folder where OE exports teh ac file from shapes is called "export". I always work from that folder. The conversion goes to "userlib" folder. Maybe OE cannot convert from userlib folder to userlib folder.... ???

Btw. did you all the time work in the userlib folder.. also with Blender and with the script converting the blender file into ac file?
Th eac file has a path to the texture, so you cannot just move the files into another folder before you convert them in OE.

If you want to, I can take a look at your ac file.


  BlauKreuz - Lentolaivue 34      


Offline Xjazz

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AHII OE Conversion Error Bug.
« Reply #7 on: January 17, 2007, 03:09:15 PM »
Denholm, which export script version you are using? The older ones had a texture name writing bug.

To verify this, open your AC3D file with text editor and use search function with 'texture' parameter. Check the form of the texture file name and if it starts with \\ (or was it //?) the bug has buzzed.

This sample file contains a new export script version:
http://warezhouze.1g.fi/Here/Blender3d/Ds/bridge10.zip

The script writes only the textures names and ignore the paths.

Offline Denholm

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AHII OE Conversion Error Bug.
« Reply #8 on: January 17, 2007, 04:00:42 PM »
Blauk, I've been using the same export script and the same technique for almost 4 months now, no problems. And XJazz, I have your latest export script, and the one I'm using was named:
Aces High 2 ver 1.4 (.ac): ah_opd.txt file and hierarchy tree NEEDED!
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Offline Xjazz

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AHII OE Conversion Error Bug.
« Reply #9 on: January 17, 2007, 04:12:53 PM »
Denholm

The version 1.4 can in some cases write the texture file names wrongly.

This is fixed in ver 1.8 script.

Offline Denholm

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AHII OE Conversion Error Bug.
« Reply #10 on: January 17, 2007, 04:14:44 PM »
Is that the beta or a newer version script? Cause I have the beta version.
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Offline Xjazz

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AHII OE Conversion Error Bug.
« Reply #11 on: January 18, 2007, 01:04:26 PM »
Quote
Originally posted by Denholm
Is that the beta or a newer version script? Cause I have the beta version.


The script in bridg10.zip file is a 1.8 final version. Save As.. it with 'AH2v18.py'  file name to the Blender script folder.  After the blender restart script should visible in Help menu.

Offline Denholm

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AHII OE Conversion Error Bug.
« Reply #12 on: January 18, 2007, 01:36:09 PM »
Okay thanks, I'm thinking it was the .blend file in the end.

EDIT: It still says "AH2 ver 1.8 beta"
« Last Edit: January 18, 2007, 01:39:04 PM by Denholm »
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Offline Xjazz

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AHII OE Conversion Error Bug.
« Reply #13 on: January 19, 2007, 07:51:39 AM »
How to save a script from the text editor


Click a File on down-left and select the 'Save As..'




Set a path to the scripts-folder, give a  'Ah2v18.py' file name and hit 'SAVE TEXT FILE' button




Then restart Blender and check the Help menu.

Offline Denholm

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AHII OE Conversion Error Bug.
« Reply #14 on: January 19, 2007, 09:00:23 AM »
That's what I did before you mentioned it, but it's still named "beta", not "final". Could be because I was only supplied the AH2v18.py file, not the ah2v18.py AND the ah2v18b.py file.
« Last Edit: January 19, 2007, 09:03:18 AM by Denholm »
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