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odyseus

Import Failed

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Hello guys I m getting an import failed: Parse error in OBJ file on Oxygen 2 It also says Extra character on line (maybe more vertices on face, than supported four) at line 3767 - I m modeling in Blender. Does anyone know what i m doing wrong and how can I fix it. Thank you.

---------- Post added at 03:57 AM ---------- Previous post was at 03:26 AM ----------

Ok so after i deleted a cylinder it is importing ok. Does anybody know why is it doing that? I suppose is the top and bottom face of the cylinder is that it?

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O2 can only handle triangular and quadrilateral polygons.

If you have any faces in your model with more than four sides (as you say, these the end caps on your cylinder are likely to have more sides than is allowed) you need to add a couple of edges between the verts that make up that face in order to divide it into triangles and quads.

There should be a function in Blender to triangulate all faces on an object, which you should do before exporting to O2 unless you've manually made the model with triangles and quads.

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Thank you da12thMonkey! Would it be a problem if i just delete them?? I mean will there be a problem when i import it in to game? if those faces are not there!

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If the faces are visible, then yes. You should probably triangulate it if you can. If it is not, then it's best to delete it anyway.

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Ok so after i deleted a cylinder it is importing ok. Does anybody know why is it doing that? I suppose is the top and bottom face of the cylinder is that it?

Since you are using Blender: Yes, if you use Cylinder primitives, press F6 to see the parameter panel (alternatively, it's on the lower left for the tool shelf). Switch it from "NGON" to "Triangle Strip" or "Nothing". Alternatively, select the top and bottom faces and press CTRL-T to triangulate them.

Shameless plug: You might want to consider this ;) It will automatically triangulate N-gons on export.

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HEY GUYS NOW I M GETTING AN "Too many vertices problem" THIS MODEL I M USING HAS 443651 VERTS. WHAT IS THE TOTAL? :(

---------- Post added at 03:33 AM ---------- Previous post was at 03:26 AM ----------

Since you are using Blender: Yes, if you use Cylinder primitives, press F6 to see the parameter panel (alternatively, it's on the lower left for the tool shelf). Switch it from "NGON" to "Triangle Strip" or "Nothing". Alternatively, select the top and bottom faces and press CTRL-T to triangulate them.

Shameless plug: You might want to consider this ;) It will automatically triangulate N-gons on export.

@ALWARREN - Thank you sir! great script too! :D

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HEY GUYS NOW I M GETTING AN "Too many vertices problem" THIS MODEL I M USING HAS 443651 VERTS. WHAT IS THE TOTAL? :(

1. do NOT write in all CAPS

2. the total for 443651 vertices is precisely 443651. If you asking for total verts allowed by O2, it is 16-20k tris/faces for a hard smoothed mesh.

Edited by PuFu

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Thx Pufu, the caps is due to teamspeak push to talk button.

Hey guys now i have 15330 points, 17698 faces and still getting that same "too many vertices error" Any ideas

Never minda that! i got it.

I know it is possible to divide the model in 2 or more parts? how reliable is it and how do i got about doing it?

Thank you guys!

Edited by Odyseus

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I know it is possible to divide the model in 2 or more parts? how reliable is it and how do i got about doing it?

Depends on what you are doing, a building, weapon, vehicle etc.

Remember that sharp edges might cause double vertices depending on what type of program/export you use.

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@Alwarren I m working with a friend who modeled a ship in high definition (200k or 300 k). I m trying to bring the vertices counts to a lower acceptable count. I have tried it to have it on the max allowed by the O2 which according to PuFu was about 10 to 20k. I was able to make it "work" (:D LOL) in game but it seems that lots of the detail was cut to pieces.

Anyways regarding the sharp edges, what is the best solution? Does pressing "I" to smooth help the situation? I will try to go item by item do improve the topography and at the same time reducing the vertices count. But it will take me forever. I guess i m looking for a short cut. Thank you Alwarren! :D

Any exemple or step by step of how to divide a ship in 2 or more pieces so that the model count can keep its detail? Thank you guys!

Any help is welcome! ;)

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200k !

even in several pieces thats excessive for a (in game) ship.

Blender has a good Decimate tool, maybe try that first.

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Gnat;2444223']200k !

even in several pieces thats excessive for a (in game) ship.

Blender has a good Decimate tool' date=' maybe try that first.

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@Gnat - Yes, I have used this tool. That is how i was able to introduced the model in game. While in game i notice that small detail like round window and life-buoy and aother round like objects, have turn in to wierd shapes due to decimate tool.

I was thinking that if i divide the ship in 2 or more parts and them use the decimate tool on each, and use proxy to keep them together would maybe solve my problem. Anyways I have no idea how to use proxy and i would like to know from you that have more experience than i do and the community.

1- What would be the best way to divide the ship, if i in fact approuch it this way.

2- What are the benefits and downfalls of this approuch?

3- How do i go about doing it?

Thank you! :D I have not bake it yet, should I?

Edited by Odyseus

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Depends on what you are doing, a building, weapon, vehicle etc.

Remember that sharp edges might cause double vertices depending on what type of program/export you use.

I said it before and explained it in detail: it is a matter of vertices normals (2^15). Hard surface models have a lot more vertices normals (since each real vert has the same number as the hard smoothed faces it defines.

@Alwarren I m working with a friend who modeled a ship in high definition (200k or 300 k). I m trying to bring the vertices counts to a lower acceptable count. I have tried it to have it on the max allowed by the O2 which according to PuFu was about 10 to 20k. I was able to make it "work" (:D LOL) in game but it seems that lots of the detail was cut to pieces.

Anyways regarding the sharp edges, what is the best solution? Does pressing "I" to smooth help the situation? I will try to go item by item do improve the topography and at the same time reducing the vertices count. But it will take me forever. I guess i m looking for a short cut. Thank you Alwarren! :D

Any exemple or step by step of how to divide a ship in 2 or more pieces so that the model count can keep its detail? Thank you guys!

Any help is welcome! ;)

Well, you cannot make the direct conversion from vertices to verts normals because there is no formula. It largely depends on topology and smooth groups.

Make all the faces one smooth group (i believe it is called edge slip modifier with an angle of 160 or so, or smooth from the polygon modelling tools) and try again to export and import in o2 (i am not quite sure if the edge split modifier in blender doesn't actually breaks the faces where the smooth group occurs)

---------- Post added at 22:40 ---------- Previous post was at 22:33 ----------

Depends on what you are doing, a building, weapon, vehicle etc.

Remember that sharp edges might cause double vertices depending on what type of program/export you use.

@Gnat - Yes, I have used this tool. That is how i was able to introduced the model in game. While in game i notice that small detail like round window and life-buoy and aother round like objects, have turn in to wierd shapes due to decimate tool.

I was thinking that if i divide the ship in 2 or more parts and them use the decimate tool on each, and use proxy to keep them together would maybe solve my problem. Anyways I have no idea how to use proxy and i would like to know from you that have more experience than i do and the community.

1- What would be the best way to divide the ship, if i in fact approuch it this way.

2- What are the benefits and downfalls of this approuch?

3- How do i go about doing it?

Thank you! :D I have not bake it yet, should I?

The best thing would be to retopo the entire ship into a new mesh if you ask me. Automated solutions for reducing polygon count are usually...acting weird in some of the places. Even XSI polygon reducer that allows to keep everything in quads is not all that great when trying to reduce below 10% (which is known to be one of the best between 3d software - maybe except sculting ones such as zbrush or mudbox)

Decimating on parts can lead to unwanted issues such as on the split loop, the verts will not longer fit together. Again, you should really try to bring it your model's polygon count down by quite a lot before trying to break it into proxies.

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I said it before and explained it in detail: it is a matter of vertices normals (2^15). Hard surface models have a lot more vertices normals (since each real vert has the same number as the hard smoothed faces it defines.

Well, you cannot make the direct conversion from vertices to verts normals because there is no formula. It largely depends on topology and smooth groups.

Make all the faces one smooth group (i believe it is called edge slip modifier with an angle of 160 or so, or smooth from the polygon modelling tools) and try again to export and import in o2 (i am not quite sure if the edge split modifier in blender doesn't actually breaks the faces where the smooth group occurs)

---------- Post added at 22:40 ---------- Previous post was at 22:33 ----------

The best thing would be to retopo the entire ship into a new mesh if you ask me. Automated solutions for reducing polygon count are usually...acting weird in some of the places. Even XSI polygon reducer that allows to keep everything in quads is not all that great when trying to reduce below 10% (which is known to be one of the best between 3d software - maybe except sculting ones such as zbrush or mudbox)

Decimating on parts can lead to unwanted issues such as on the split loop, the verts will not longer fit together. Again, you should really try to bring it your model's polygon count down by quite a lot before trying to break it into proxies.

@PuFu - The original file is in 3dmax. I have not idea how to use 3dmax so i exported to blender as a obj. I then joined all obejct and apply the decimate tool. Do you think that this export is enough to double those hard edges?

Thank you for all the help guys! I will be posting in game pics ASAP.

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Ok guys here it is the raw model. I will try to reduce some of this vertices on my own. I guess it will take some time. anyways hope you guys enjoy it. https://dl.dropboxusercontent.com/u/97295402/fotos/arma3%202013-07-18%2020-33-44-17.bmp (1183 kB) https://dl.dropboxusercontent.com/u/97295402/fotos/arma3%202013-07-18%2020-35-30-87.bmp (2733 kB)

Edited by Odyseus

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20130719#5902384073355352050arma3%25202013-07-18%252020-35-30-87-1.jpg
Ok guys here it is the raw model. I will try to reduce some of this vertices on my own. I guess it will take some time. anyways hope you guys enjoy it. https://dl.dropboxusercontent.com/u/97295402/fotos/arma3%202013-07-18%2020-33-44-17.bmp (1183 kB) https://dl.dropboxusercontent.com/u/97295402/fotos/arma3%202013-07-18%2020-35-30-87.bmp (2733 kB)

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hey guys I m trying to optimize the model by reducing the vertices as advised by PuFu. I one question the windows in ship should i just delete the face or what?

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