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Lab Assistant
Original Poster
#1 Old 16th Sep 2011 at 8:24 AM
Default Help newbie to assign joints to vertices
After hitting my head to the stone wall for several days, I finally was able to export my model from Blender using the new blender tools, but... when I try to import it to S3PE, I get following error message:

"JointReferences with no assigned (via BlendIndex) vertex: 1 (0xCD68F001)"

What did I miss? There was only one bone in the original model (on the floor in the middle) and to my newbie understanding it should be mapped to both groups based on the outline view:
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One horse disagreer of the Apocalypse
#2 Old 16th Sep 2011 at 9:23 AM
Oh, you can ignore that message usually. There is often/usually one main bone with no assignments. I was talking to Peter about not putting out the message (which is info rather than error) but we're worried that it shouldn't be suppressed in case other bones are affected that should not be. It's actually a message that one gets used to after a bit of experience, but you can quickly spot if there is suddenly a difference to it, which could signal a user error. Hard to explain lol!

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
#3 Old 16th Sep 2011 at 1:24 PM
... But, if you haven't assigned any vertices to that bone, they will not be assigned. The outliner just shows that the vertex group is assigned to the object, but that doesn't assign the vertices in the mesh to the vertex group. You have to select the object, go in to edit mode, then select the vertices you want assigned to the bone(in your case all of them). Then click the Object Data button in the Properties window(it's the button with the upside-down triangle) and click Assign under Vertex Groups.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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Lab Assistant
Original Poster
#4 Old 17th Sep 2011 at 10:53 AM
Inge, cmomoney, thank you! S3PE gives me other error too, right after the missing joint references error. It looks like this:
Quote:
== START ==
Source: mscorlib
Assembly: mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)

at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)

at System.Single.Parse(String s, NumberStyles style, NumberFormatInfo info)

at System.String.System.IConvertible.ToSingle(IFormatProvider provider)

at System.Convert.ChangeType(Object value, Type conversionType, IFormatProvider provider)

at System.Extensions.ConvertAll[TOut](Array array, Int32 start, Int32 length, IFormatProvider provider)

at s3ascHelper.s3asc_Import_Extensions.Import_VBUF(StreamReader r, MyProgressBar mpb, Int32 count, VRTF vrtf)

at s3ascHelper.Import.Import_VBUF_Main(StreamReader r, MLOD mlod, Mesh mesh, VRTF vrtf, Boolean isDefaultVRTF)

at s3ascHelper.Import.Import_Mesh(StreamReader r, Mesh mesh, GenericRCOLResource rcolResource, MLOD mlod, IResourceKey defaultRK, Vertex[]& mverts, List`1& lverts)

at s3ascHelper.ImportForm.Import_Shown(Object sender, EventArgs e)
-----
== END ==


This is s3m2b import, even though the error talks about s3asc.

I am in Europe, where we use "," as a decimal separator instead of ".", but I changed my locale to US, since someone reported problems with Blender tools on European locales. After seeing this error I switched the locale back and redid the project from scratch, but it did not help.

And I do get some strange stuff still in Blender export, I put that error message in Blender tools thread (two posts, scroll down).

To conclude what I tried:
1. Export from Blender to s3m2b
2. Import right back to Blender to check that the mesh really changed
3. Import s3m2b to S3PE 4. Got the 2 error messages
5. Exported right back from S3PE to s3m2b
6. Imported to Blender -> the mesh was switched back to original (TableDiningMission)

This was MLOD00000, but I also tried with another MLOD and it resulted the same error. If I load the modified package into game, it works, but also shows the original EA table.
One horse disagreer of the Apocalypse
#5 Old 17th Sep 2011 at 11:25 AM
For problems directly relating to the S3PE part of the process, we have a suitable thread here: http://dino.drealm.info/den/denforu...php?topic=394.0 The thread title (and the error message) does say s3asc but that is because at this time, the two processes are only seperated by name (with a view to making them diverge more later). I will however give Peter a link to this thread for now, so he can look at your error message.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Don't ask me, I just code
#6 Old 17th Sep 2011 at 11:35 AM
Quote: Originally posted by misukisu
Inge, cmomoney, thank you! S3PE gives me other error too, right after the missing joint references error. It looks like this:
Thanks for posting - let's see what we can do!

Can you please open one of the .s3m2bg files in a text editor, find the line beginning "vbuf " and post the next ten lines?

Could you confirm which version of S3PE you have (from Help->About, copy the line saying something like "Front-end Distribution: 11-0830-1123")?

Could you also confirm whether you're using the helper that came with that S3PE or some other helper.

Finally, please confirm whether you've installed Atavera's plugins.

I think that should do to start with .
One horse disagreer of the Apocalypse
#7 Old 17th Sep 2011 at 12:05 PM
He surely only needs the atavera plugin we distribute with S3PE by default?

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Don't ask me, I just code
#8 Old 17th Sep 2011 at 12:09 PM
Exactly.
One horse disagreer of the Apocalypse
#9 Old 17th Sep 2011 at 12:40 PM
I was just clarifying that because the way you worded your post might have been understood as meaning he needed to install something extra.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Lab Assistant
Original Poster
#10 Old 17th Sep 2011 at 5:58 PM
Wow, I am really impressed how fast my problems are being responded here!

Quote: Originally posted by pljones
find the line beginning "vbuf " and post the next ten lines?

vbuf 920
0 0 0.474884 0.799988 0.147797
0 1 0.000000 1.000000 0.000000 0.000000
0 2 0.165850 0.247972
0 3 0 0 0 0
0 4 1.000000 0.000000 0.000000 0.000000
0 5 1.000000 0.000000 0.000000 1.000000
1 0 0.474884 0.799988 0.193787
1 1 0.000000 1.000000 0.000000 0.000000
1 2 0.165850 0.267858
1 3 0 0 0 0

Quote: Originally posted by pljones
Could you confirm which version of S3PE you have

Front-end Distribution: 11-0828-0954
Library Distribution: 11-0828-0954

Quote: Originally posted by pljones
Could you also confirm whether you're using the helper that came with that S3PE or some other helper.
I do not know what helper you are referring to. I used S3OC for cloning the package and then just used S3PE popup menu for export. So I guess I am using the helper that came with S3PE?

Quote: Originally posted by pljones
Finally, please confirm whether you've installed Atavera's plugins
Never heard of those.
But this is not the first time I try object creation, so there might be some old plugins and stuff lingering that are not valid.

What I have installed this time: S3OC Blender + blender tools
Milkshape plugins for tsrw (old s3asc plugins were there already)
TSRW + plugin to use that with S3PE I was kinda hoping I could use TSRW to import my .packages there and be able to preview my objects without starting the game, but that did not work either
And I got the Milkshape ready to go when I thought I could not do this with Blender alone, but this problem was created with S3OC, S3PE and Blender.
Lab Assistant
Original Poster
#11 Old 17th Sep 2011 at 6:01 PM
Oh, I just realized I put in the vbuf from the file that resulted after the failed import. But surely you need the one that I was trying to import, it's here:

vbuf 16
0 0 0.739051 0.005859 0.408996
0 1 0.578295 -0.577349 0.576373 0.000000
0 2 0.457613 0.495315
0 3 0 0 0 0
0 4 1.000000 0.000000 0.000000 0.000000
0 5 0.000000 0.000000 0.000000 0.000000
1 0 0.681622 0.005859 0.409090
1 1 -0.576373 -0.577349 0.578295 0.000000
1 2 nan nan
1 3 0 0 0 0
Don't ask me, I just code
#12 Old 17th Sep 2011 at 6:33 PM
>1 2 nan nan
Ah, that doesn't look good! "NaN" is "Not a number", a floating point value indicating an out of range error of some sort occurred.

If the paste is from the file produced by exporting from Blender, then it means there is a problem in the export from Blender, I'm afraid. Over to cmomoney :D!
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
#13 Old 17th Sep 2011 at 6:33 PM
Quote: Originally posted by misukisu
I was kinda hoping I could use TSRW to import my .packages there and be able to preview my objects without starting the game, but that did not work either


You do that by creating a new project in TSRW, choosing 'New import', browse to the folder containing your package, and change the file type to .package.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
#14 Old 17th Sep 2011 at 6:46 PM
Quote: Originally posted by misukisu
Oh, I just realized I put in the vbuf from the file that resulted after the failed import. But surely you need the one that I was trying to import, it's here:

vbuf 16
0 0 0.739051 0.005859 0.408996
0 1 0.578295 -0.577349 0.576373 0.000000
0 2 0.457613 0.495315
0 3 0 0 0 0
0 4 1.000000 0.000000 0.000000 0.000000
0 5 0.000000 0.000000 0.000000 0.000000
1 0 0.681622 0.005859 0.409090
1 1 -0.576373 -0.577349 0.578295 0.000000
1 2 nan nan
1 3 0 0 0 0


It seems that face isn't UV mapped correctly. It's the bottom of the right side.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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One horse disagreer of the Apocalypse
#15 Old 17th Sep 2011 at 6:50 PM
Actually if you already cloned a package and it already has its own resource IDs I wouldn't use Import from Package to edit in Workshop as it turns it into a new object every time you do that, making testing a bit weird. Instead, make a new Workshop project the normal way, using the same object as a base that you cloned in s3oc. Then go into Edit/Project Contents, and delete all the resources. Use Import from Package to import the package you have already made.

Bear in mind that TSRW does not support Blender.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Lab Assistant
Original Poster
#16 Old 18th Sep 2011 at 11:30 AM
Thanks again to you all for your help!

Quote: Originally posted by cmomoney
It seems that face isn't UV mapped correctly. It's the bottom of the right side.
But I did split the object to match the UV map based on the instructions you gave. Did not help. Then I tried letting the program just regenerate the UV map and go with that, but that did not help either

I tried to repeat this exercise with the simplest Blender object there is, the plane - and failed miserably.

I tried adding a plane and it's UV map first, but then I was not able to import from s3m2b. So, I imported s3m2b first, then added a plane, went to edit mode and used unwrap to create UV map for it. Then I swapped the meshes, unselected everything and tried to export. But it went back to saving only the group00.

So, I looked for differences between my table mesh and this new plane and all I noticed was the material. I went on and assigned a new material to my plane and set a texture for that new material. But it still saves only the group00. No errors are shown and the console looks normal, except of couple of "Array iterator out of range: (index 22)" messages.

Is there some crucial step that I am missing?

Quote:
You do that by creating a new project in TSRW, choosing 'New import', browse to the folder containing your package, and change the file type to .package.
That is what I tried originally, but I get index out of bounds (-1) error. I even tried with packages that are created by others and guaranteed to work in the game.

What Inge suggested seems to work.

But as lots of people are able to use these tools and I am getting all those index out of bounds errors it makes me wonder if there is something wrong in my environment. I just cannot imagine any other reason than the locale and changing that did not help.
Lab Assistant
Original Poster
#17 Old 19th Sep 2011 at 7:37 AM
I did it! YES, finally!

With just a plane though, but if a plane works, I can make the other objects work too. There is nothing wrong in my environment nor in the tools.

There is just a minimum set of tasks that must be done (which all are listed in cmomoneys Blender tools thread overview). Somehow I was always missing one or two of them, this last time it was triangulate. After I made a note list (for dummies) of all the tasks needed, I had not problems.

Thank you all for your help! And thanks for making all these nice tools for us.
One horse disagreer of the Apocalypse
#18 Old 19th Sep 2011 at 8:16 AM
Glad to hear you're on top of it all now

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
˙uʍop ǝpᴉsdn ǝɹ,noʎ 'oN
#19 Old 19th Sep 2011 at 1:16 PM
That's great.

"Part of being a mesher is being persistent through your own confusedness" - HystericalParoxysm
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