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fbx2edf problem (object has no matching parent error)

Started by pleclair, May 01, 2015, 01:53:28 PM

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pleclair

I'm currently having a shot at converting the laser scanned nordschleife to wrs. 

I have all my objects named properly for WRS, and I exported to fbx, since I'm using Max2012 and there is no edf plugin for it.  So I guess that's why the fbx2edf tool was made.

I'm reading the rfactor to krp conversion in the krp forum, and I have set the options in the tool the same way as he mentions setting up the edf exporter window. 

It works for a while, then it starts spitting out a few the object (name) has no matching parent and then the fbx2edf tool crash.  I tried to find a log file in the user and windows dir, but I can't find any.

Any ideas of the problem?

pleclair

Any ideas on this error, Piboso? 

There is no child/parent relationship in my scene, I don't understand why the tool is spitting out this error. 

Do you have a max 2012 edf plugin available?

Really eager to drive the bumpy mesh in WRS.

PiBoSo

Quote from: pleclair on May 02, 2015, 10:18:14 AM
Any ideas on this error, Piboso? 

There is no child/parent relationship in my scene, I don't understand why the tool is spitting out this error. 

Do you have a max 2012 edf plugin available?

Really eager to drive the bumpy mesh in WRS.

The "no matching parent" message is not really an error, it should be renamed to "warning".
Unfortunately the FBX SDK is extremely buggy.
There is a 3dsmax 2012 plugin, but unfortunately it only works one time, it crashes when exporting a second time.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

pleclair

After I get these errors in the console that opens, the fbx2edf tool crashes.

Once the scene is exported to edf, there is no reason to export it a second time?  Unless I would be working on the mesh itself, but I won't.  The mat definitions are assigned with the editor right?  So, tuning shaders have nothing to do with Max?  Then I should not need to export many times?

Any log file saved from the fbx2edf tool?  Cause I can't see all the errors that pops up in the console, the list is a bit too long, and I don't have time to scroll before it crashes.

pleclair

I really would like to get started....  and see what I can do with WRS...  if I can't get my scene in the game, I cannot do anything :(

PiBoSo

Quote from: pleclair on May 02, 2015, 11:29:19 AM
After I get these errors in the console that opens, the fbx2edf tool crashes.

Once the scene is exported to edf, there is no reason to export it a second time?  Unless I would be working on the mesh itself, but I won't.  The mat definitions are assigned with the editor right?  So, tuning shaders have nothing to do with Max?  Then I should not need to export many times?

Any log file saved from the fbx2edf tool?  Cause I can't see all the errors that pops up in the console, the list is a bit too long, and I don't have time to scroll before it crashes.

Textures and shaders are packed in the EDF and MAP files, so they need to be re-exported as materials are changed.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

PiBoSo

Quote from: pleclair on May 02, 2015, 11:51:12 AM
I really would like to get started....  and see what I can do with WRS...  if I can't get my scene in the game, I cannot do anything :(

Unfortunately at the moment the best way to generate content for WRS ( and GPB and KRP ) is to use 3dsmax 2010.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

pleclair

Ok, thanks.  I'll try to see if I can find it.  I'll let you know how it goes.


pleclair

Ok, I tried Hawk_UK's 2012 plugin, and as you mentioned, it worked only once.  However, it didn't worked, so I couldn't try again.  I thought that by deleting and reinstalling it might work for one time, and I could do this over and over, but it didn't worked.  I tried to look for any files that the plugin might create that might get read on subsequent tries and crash, but I haven't found anything.

So I found 2010 and converted my scene to it and tried the 2010 32bit plugin.  It crashes while making the shadow maps I believe.   

This was wrote before I tried 64 bit.  With 64-bit Max 2010 and plugin, I was able to successfully create my .map file, I'm currently exporting the trp.

This is good news :)


rich32g

Well that sounds encouraging! Would be great to have someone of your talent making circuits here!

bison160

Just curious if OP ever got this straightened out. If not, are you using slate material editor or the old school globes? I don't think FBX works well with the slate editor.