PiBoSo Official Forum

GP Bikes => Mods => Topic started by: Hawk on June 27, 2014, 02:53:58 PM

Title: FBX2EDF Exporter fix?
Post by: Hawk on June 27, 2014, 02:53:58 PM

Hi Piboso.

Just wondering if there is going to be a fix for the FBX2EDF exporter anytime soon? It really is a pain when working with any other application besides 3ds max to get things exported to GPB.

Please fix it for us Piboso.  ;)

Hawk.

PS: would be great if we could have it compatible up to the latest version of FBX 2015.  ;D 8)
Title: Re: FBX2EDF Exporter fix?
Post by: PiBoSo on June 27, 2014, 09:12:57 PM
Quote from: Hawk_UK on June 27, 2014, 02:53:58 PM

Hi Piboso.

Just wondering if there is going to be a fix for the FBX2EDF exporter anytime soon? It really is a pain when working with any other application besides 3ds max to get things exported to GPB.

Please fix it for us Piboso.  ;)

Hawk.

PS: would be great if we could have it compatible up to the latest version of FBX 2015.  ;D 8)

Could you please list the problems with FBX2EDF?
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on June 28, 2014, 11:48:36 AM
Hi Piboso... Thank you very much for your quick response.  ;)

Been testing the exporter again since last night:


My question is: Does the FBX converter have any bug problems that cause it to hang without any notice to the user?
Does the FBX converter take a heck of a lot longer to convert than an imported FBX file does using the 3ds2edf exporter plugin through 3ds Max? And if so, is 4 hours plus with the FBX converter compared to 20 mins for the 3ds2edf plugin Max converter an approximately correct and a to be expected time difference when using the FBX2EDF converter?

Pics below to demonstrate current situation after left running for 4+ hours:

(https://farm4.staticflickr.com/3860/14522138121_278d2ede4f_b.jpg) (https://flic.kr/p/o8gKHK)

Hope this helps, but I can send you the files if you require them.  ;)

Hawk.

PS: The reason I believe the FBX2EDF converter isn't working properly is not only because of my explanation above, but also because I saw a post by one of the Track Author Guys(Can't find the post as it was about 3 months ago now, so I don't want to post a specific members name), saying that he had a similar problem with it and that he now has to use the old 3ds2edf converter until an update fix is released.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on June 29, 2014, 04:10:27 PM
Hi Piboso.

Any response please mate. Thanks.  ;)

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: guigui404 on June 29, 2014, 04:11:36 PM
Hawk for me it's work , i've try with Cinema4D and perfectly work ...
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on June 29, 2014, 06:12:31 PM
Quote from: guigui404 on June 29, 2014, 04:11:36 PM
Hawk for me it's work , i've try with Cinema4D and perfectly work ...

How long do you have to wait for the FBX2ED converter to work? I left mine running for 4+ hours and still no end log? And this was on a track file that converted in 20 mins on the 3ds max EDF converter plugin(Same file same settings(Basic)).

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: guigui404 on June 29, 2014, 06:15:36 PM
Me it's a bike 10 second to export aha :p
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on July 01, 2014, 08:49:28 PM
Anyone else having a problem with the FBX2EDF converter? I know someone is who is a track author, I just cannot remember who it was.... Please speak up here. Thanks.  ;) :)

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: Steven on July 03, 2014, 07:50:54 PM
In the Indianapolis thread Arvoss had problems with the FBX2EDF converter, too.

http://forum.piboso.com/index.php?topic=846.0 (http://forum.piboso.com/index.php?topic=846.0)
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on July 03, 2014, 09:07:22 PM
Quote from: Steven on July 03, 2014, 07:50:54 PM
In the Indianapolis thread Arvoss had problems with the FBX2EDF converter, too.

http://forum.piboso.com/index.php?topic=846.0 (http://forum.piboso.com/index.php?topic=846.0)

Hi Steven.

Thanks for that. It was Arvoss was it.... I'll have to get in touch with him about this. Thank you for the heads up mate!  ;) 8)

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on February 14, 2015, 12:13:32 AM
Quote from: PiBoSo on June 27, 2014, 09:12:57 PM
Quote from: Hawk_UK on June 27, 2014, 02:53:58 PM

Hi Piboso.

Just wondering if there is going to be a fix for the FBX2EDF exporter anytime soon? It really is a pain when working with any other application besides 3ds max to get things exported to GPB.

Please fix it for us Piboso.  ;)

Hawk.

PS: would be great if we could have it compatible up to the latest version of FBX 2015.  ;D 8)

Could you please list the problems with FBX2EDF?

@Piboso. What version(year) of FBX is your FBX2EDF converter based(or built) around? I only ask because it just occurred to me that the reason the converter doesn't work when exporting a track .fbx file maybe because of the FBX version used to create the .fbx file?
I know that if I try to export a .fbx file that was created with a 2014 version of an autodesk FBX exporter it won't export correctly to 3ds Max 2010 unless I re-export it using an autodesk 2010 FBX exporter plugin(I can select which year for the FBX export file compatibility in Maya FBX exporter. Currently from 2008 - 2015). I don't see this option in your exporter.

I'm just thinking.... Could this be the problem we are having when exporting track data(I mean are we using the wrong FBX exporter that isn't compatible with the FBX version your FBX2EDF converter was built around?).

It would be helpful to know which version of FBX your FBX2EDF converter was built around so that I could test this. Thank you.  :)


Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: PiBoSo on February 16, 2015, 01:15:24 PM
Quote from: Hawk_UK on February 14, 2015, 12:13:32 AM
Quote from: PiBoSo on June 27, 2014, 09:12:57 PM
Quote from: Hawk_UK on June 27, 2014, 02:53:58 PM

Hi Piboso.

Just wondering if there is going to be a fix for the FBX2EDF exporter anytime soon? It really is a pain when working with any other application besides 3ds max to get things exported to GPB.

Please fix it for us Piboso.  ;)

Hawk.

PS: would be great if we could have it compatible up to the latest version of FBX 2015.  ;D 8)

Could you please list the problems with FBX2EDF?

@Piboso. What version(year) of FBX is your FBX2EDF converter based(or built) around? I only ask because it just occurred to me that the reason the converter doesn't work when exporting a track .fbx file maybe because of the FBX version used to create the .fbx file?
I know that if I try to export a .fbx file that was created with a 2014 version of an autodesk FBX exporter it won't export correctly to 3ds Max 2010 unless I re-export it using an autodesk 2010 FBX exporter plugin(I can select which year for the FBX export file compatibility in Maya FBX exporter. Currently from 2008 - 2015). I don't see this option in your exporter.

I'm just thinking.... Could this be the problem we are having when exporting track data(I mean are we using the wrong FBX exporter that isn't compatible with the FBX version your FBX2EDF converter was built around?).

It would be helpful to know which version of FBX your FBX2EDF converter was built around so that I could test this. Thank you.  :)


Hawk.

Version 2012 is used.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on February 16, 2015, 04:23:05 PM
Quote from: PiBoSo on February 16, 2015, 01:15:24 PM
Quote from: Hawk_UK on February 14, 2015, 12:13:32 AM
Quote from: PiBoSo on June 27, 2014, 09:12:57 PM
Quote from: Hawk_UK on June 27, 2014, 02:53:58 PM

Hi Piboso.

Just wondering if there is going to be a fix for the FBX2EDF exporter anytime soon? It really is a pain when working with any other application besides 3ds max to get things exported to GPB.

Please fix it for us Piboso.  ;)

Hawk.

PS: would be great if we could have it compatible up to the latest version of FBX 2015.  ;D 8)

Could you please list the problems with FBX2EDF?

@Piboso. What version(year) of FBX is your FBX2EDF converter based(or built) around? I only ask because it just occurred to me that the reason the converter doesn't work when exporting a track .fbx file maybe because of the FBX version used to create the .fbx file?
I know that if I try to export a .fbx file that was created with a 2014 version of an autodesk FBX exporter it won't export correctly to 3ds Max 2010 unless I re-export it using an autodesk 2010 FBX exporter plugin(I can select which year for the FBX export file compatibility in Maya FBX exporter. Currently from 2008 - 2015). I don't see this option in your exporter.

I'm just thinking.... Could this be the problem we are having when exporting track data(I mean are we using the wrong FBX exporter that isn't compatible with the FBX version your FBX2EDF converter was built around?).

It would be helpful to know which version of FBX your FBX2EDF converter was built around so that I could test this. Thank you.  :)


Hawk.

Version 2012 is used.

Thank you Piboso.... I'll give this version a test and report back here.

I've been using the 2010 version when exporting via Maya to FBX format as that one is compatible with the 2010 version of 3DS Max that I also have, But I'll export now in 2012 version and see if this works for me.

Appreciate the info mate. Thank you.  ;)

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on March 15, 2015, 02:20:51 AM
Quote from: Hawk_UK on February 16, 2015, 04:23:05 PM
Quote from: PiBoSo on February 16, 2015, 01:15:24 PM
Quote from: Hawk_UK on February 14, 2015, 12:13:32 AM
Quote from: PiBoSo on June 27, 2014, 09:12:57 PM
Quote from: Hawk_UK on June 27, 2014, 02:53:58 PM

Hi Piboso.

Just wondering if there is going to be a fix for the FBX2EDF exporter anytime soon? It really is a pain when working with any other application besides 3ds max to get things exported to GPB.

Please fix it for us Piboso.  ;)

Hawk.

PS: would be great if we could have it compatible up to the latest version of FBX 2015.  ;D 8)

Could you please list the problems with FBX2EDF?

@Piboso. What version(year) of FBX is your FBX2EDF converter based(or built) around? I only ask because it just occurred to me that the reason the converter doesn't work when exporting a track .fbx file maybe because of the FBX version used to create the .fbx file?
I know that if I try to export a .fbx file that was created with a 2014 version of an autodesk FBX exporter it won't export correctly to 3ds Max 2010 unless I re-export it using an autodesk 2010 FBX exporter plugin(I can select which year for the FBX export file compatibility in Maya FBX exporter. Currently from 2008 - 2015). I don't see this option in your exporter.

I'm just thinking.... Could this be the problem we are having when exporting track data(I mean are we using the wrong FBX exporter that isn't compatible with the FBX version your FBX2EDF converter was built around?).

It would be helpful to know which version of FBX your FBX2EDF converter was built around so that I could test this. Thank you.  :)


Hawk.

Version 2012 is used.

Thank you Piboso.... I'll give this version a test and report back here.

I've been using the 2010 version when exporting via Maya to FBX format as that one is compatible with the 2010 version of 3DS Max that I also have, But I'll export now in 2012 version and see if this works for me.

Appreciate the info mate. Thank you.  ;)

Hawk.

@ Piboso: I have tried exporting the Daytona 200 track in FBX_2012 version and tried converting it to a ".MAP" and ".TRP" file using your FBX2EDF converter: The ".TRP" file converted successfully. The ".MAP attempt failed.

I then proceeded to try the ".MAP conversion with Daytona 200.FBX file versions 2010/2011/2012, and 2013. All attempts failed(tried again without success several times on all versions).


I copied and zip-archived all the crash logs for these failures. You can download them all here: https://mega.co.nz/#!XQsCySrC!RWsHPVxg8KUMgbi1nzUW0KS8_GfYUSaGMMgsd3DHhOY (https://mega.co.nz/#!XQsCySrC!RWsHPVxg8KUMgbi1nzUW0KS8_GfYUSaGMMgsd3DHhOY)


Hope they will be of help to you and we can get a quick fix for this problem as it would make life so much easier if this issue was solved. Thank you Piboso.  ;)

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: Obelix90 on March 16, 2015, 07:33:30 AM
Hi Hawk,

I also had problems when converting from fbx to edf, but a bike and no track. The problem was, that every object in the scene has to be UV unwrapped. 3dsMax is doing this automatically, when you create a new object. I'm using Blender, and there I have to do this manually.
Maybe this helps a little.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on March 16, 2015, 10:40:57 AM
Quote from: Obelix90 on March 16, 2015, 07:33:30 AM
Hi Hawk,

I also had problems when converting from fbx to edf, but a bike and no track. The problem was, that every object in the scene has to be UV unwrapped. 3dsMax is doing this automatically, when you create a new object. I'm using Blender, and there I have to do this manually.
Maybe this helps a little.

All the UV's are fine no problem. Though automatic UV's are not a good thing in any instance if you want texture artist friendly UV's.  ;)
But no. I cannot see the problem being a UV problem. But hopefully Piboso can pinpoint the issue and sort it out with the crash logs I've supplied? I hope so.  ;D

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: PiBoSo on March 20, 2015, 10:04:30 PM

fbx2edf updated to 2015 SDK:
http://www.gp-bikes.com/?page=downloads
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on March 20, 2015, 10:29:29 PM
Quote from: PiBoSo on March 20, 2015, 10:04:30 PM

fbx2edf updated to 2015 SDK:
http://www.gp-bikes.com/?page=downloads

Thank you Piboso.... I'll give this a test and report back here.  ;)

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on March 20, 2015, 11:08:24 PM
Quote from: PiBoSo on March 20, 2015, 10:04:30 PM

fbx2edf updated to 2015 SDK:
http://www.gp-bikes.com/?page=downloads

You say updated to 2015 SDK - Does this mean it will convert all fbx file versions up to 2015? Or only 2015 FBX compatible?

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: PiBoSo on March 21, 2015, 12:06:02 AM
Quote from: Hawk_UK on March 20, 2015, 11:08:24 PM
Quote from: PiBoSo on March 20, 2015, 10:04:30 PM

fbx2edf updated to 2015 SDK:
http://www.gp-bikes.com/?page=downloads

You say updated to 2015 SDK - Does this mean it will convert all fbx file versions up to 2015? Or only 2015 FBX compatible?

Hawk.

It should be backward compatible.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on March 21, 2015, 12:21:27 AM
Quote from: PiBoSo on March 21, 2015, 12:06:02 AM
Quote from: Hawk_UK on March 20, 2015, 11:08:24 PM
Quote from: PiBoSo on March 20, 2015, 10:04:30 PM

fbx2edf updated to 2015 SDK:
http://www.gp-bikes.com/?page=downloads

You say updated to 2015 SDK - Does this mean it will convert all fbx file versions up to 2015? Or only 2015 FBX compatible?

Hawk.

It should be backward compatible.

Initial tests are still crashing the converter... I'll do some more tests tomorrow.

If it would help I can post a link to the crash logs if required?

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: Grooveski on March 21, 2015, 02:58:10 AM
Quote from: Hawk_UK on March 16, 2015, 10:40:57 AM
Quote from: Obelix90 on March 16, 2015, 07:33:30 AM
Hi Hawk,

I also had problems when converting from fbx to edf, but a bike and no track. The problem was, that every object in the scene has to be UV unwrapped. 3dsMax is doing this automatically, when you create a new object. I'm using Blender, and there I have to do this manually.
Maybe this helps a little.

All the UV's are fine no problem. Though automatic UV's are not a good thing in any instance if you want texture artist friendly UV's.  ;)
But no. I cannot see the problem being a UV problem. But hopefully Piboso can pinpoint the issue and sort it out with the crash logs I've supplied? I hope so.  ;D

Hawk.

But is everything wearing a UV?
...or could there be an part with no skin somewhere - I think that's part of what Obelix was getting at.

There are games that don't like unskinned model parts.  Couldn't tell you which games but 3dsimed has a function that automaps unskinned bits and writes out little 16x16 coloured squares. 
Know I've done it in the past, either adding new parts and forgetting to skin them or breaking a texture link somewhere along the lines.  In GP500 the parts just showed as bare white but it must be an issue elsewhere in the modding scene.  Perhaps FBX2EDF is one of those places.

I hate being a noob.  All that sounds perfectly feasable to me but I've no idea if it's the case.  ::)  If it is I'm sure others would have come across it before now.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on March 21, 2015, 09:25:57 AM
Quote from: Grooveski on March 21, 2015, 02:58:10 AM
Quote from: Hawk_UK on March 16, 2015, 10:40:57 AM
Quote from: Obelix90 on March 16, 2015, 07:33:30 AM
Hi Hawk,

I also had problems when converting from fbx to edf, but a bike and no track. The problem was, that every object in the scene has to be UV unwrapped. 3dsMax is doing this automatically, when you create a new object. I'm using Blender, and there I have to do this manually.
Maybe this helps a little.

All the UV's are fine no problem. Though automatic UV's are not a good thing in any instance if you want texture artist friendly UV's.  ;)
But no. I cannot see the problem being a UV problem. But hopefully Piboso can pinpoint the issue and sort it out with the crash logs I've supplied? I hope so.  ;D

Hawk.

But is everything wearing a UV?
...or could there be an part with no skin somewhere - I think that's part of what Obelix was getting at.

There are games that don't like unskinned model parts.  Couldn't tell you which games but 3dsimed has a function that automaps unskinned bits and writes out little 16x16 coloured squares. 
Know I've done it in the past, either adding new parts and forgetting to skin them or breaking a texture link somewhere along the lines.  In GP500 the parts just showed as bare white but it must be an issue elsewhere in the modding scene.  Perhaps FBX2EDF is one of those places.

I hate being a noob.  All that sounds perfectly feasable to me but I've no idea if it's the case.  ::)  If it is I'm sure others would have come across it before now.

I don't know about 3DSMax, but in Maya it is quite obvious if any UV's are not applied to a surface.....
UV's are automatically created when a surface is created(though may not be mapped usefully for manual texture painting but any texture can still be applied, though without UV mapping the texture maybe well distorted. Even if you don't apply a texture to the surface the surface will show the standard material with the standard colour for that material.

I'm also testing the FBX2EDF exporter with tracks that are exporting successfully with the EdfExp2010p.dle EDF exporter plugin that I'm currently having to use via 3DS Max 2010 32bit app with FBX exported track files from Maya. So I'm presuming that if it exports correctly with that then it should export correctly with the FBX2EDF exporter.
Besides that, as part of the FBX exporter process in Maya, it tells you of any problems inherent in the exported file during the FBX export process, so there are sort of safeguards there in the export process via the FBX exporter in Maya to prevent any problems, or making you aware of any problems. So yes, I'm as sure as I can be that there are no problems with the FBX track source files, but I do understand what your saying there Grooveski.  ;)

Can you try testing this FBX2EDF exporter yourself(or anyone else who reads this)? It's always better to have more than one tester to correlate results and problems.  ;)

I'm going to do some more tests with other FBX track files today. Maybe one of them may work? Stranger things happen in this kind of work. Lol


Hawk.

Title: Re: FBX2EDF Exporter fix?
Post by: PiBoSo on March 21, 2015, 10:02:23 AM
Quote from: Hawk_UK on March 21, 2015, 12:21:27 AM
Quote from: PiBoSo on March 21, 2015, 12:06:02 AM
Quote from: Hawk_UK on March 20, 2015, 11:08:24 PM
Quote from: PiBoSo on March 20, 2015, 10:04:30 PM

fbx2edf updated to 2015 SDK:
http://www.gp-bikes.com/?page=downloads

You say updated to 2015 SDK - Does this mean it will convert all fbx file versions up to 2015? Or only 2015 FBX compatible?

Hawk.

It should be backward compatible.

Initial tests are still crashing the converter... I'll do some more tests tomorrow.

If it would help I can post a link to the crash logs if required?

Hawk.

Logs wouldn't be of much help.
Could you please post an example FBX file making the converter crash?
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on March 21, 2015, 10:56:32 AM
Quote from: PiBoSo on March 21, 2015, 10:02:23 AM
Quote from: Hawk_UK on March 21, 2015, 12:21:27 AM
Quote from: PiBoSo on March 21, 2015, 12:06:02 AM
Quote from: Hawk_UK on March 20, 2015, 11:08:24 PM
Quote from: PiBoSo on March 20, 2015, 10:04:30 PM

fbx2edf updated to 2015 SDK:
http://www.gp-bikes.com/?page=downloads

You say updated to 2015 SDK - Does this mean it will convert all fbx file versions up to 2015? Or only 2015 FBX compatible?

Hawk.

It should be backward compatible.

Initial tests are still crashing the converter... I'll do some more tests tomorrow.

If it would help I can post a link to the crash logs if required?

Hawk.

Logs wouldn't be of much help.
Could you please post an example FBX file making the converter crash?

I will upload the FBX file now and post the link here..... Give me half an hour.  ;)

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on March 21, 2015, 11:16:24 AM
@Piboso.

Here is the download link for the FBX track files you requested: https://mega.co.nz/#!7BtVnSLK!UMDAkDJCANKvn_mEQiMlmdea3pK5nYRxV3mFzPOBj2I (https://mega.co.nz/#!7BtVnSLK!UMDAkDJCANKvn_mEQiMlmdea3pK5nYRxV3mFzPOBj2I)

Hope this helps.  ;)

Hawk.
PS: I had a partial success this morning in producing a ".TRP" file from this FBX file, but when I tried repeating the process it crashed again and wouldn't have it. Strange that sometimes it will produce a successful conversion for the .TRP file and most times won't? But as far as producing a conversion for the ".MAP" file it just crashes all the time.
This FBX file does successfully convert to ".TRP" and ".Map" files if I use the EdfExp2010p.dle plugin and export via 3DSMax 2010 32 bit application.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on April 10, 2015, 03:08:40 AM
Just to let you know..... The Track Code shown on the FBX2EDF Exporter does not allow you to copy it to clipboard. Would be great if you could also fix this while your at it. Thanks.  ;)

Hawk.
Title: FBX2EDF Exporter fix
Post by: MSovenok on December 26, 2015, 10:38:04 PM
Much appreciated, such a small issue can be really annoying. Thanks for the fix, bud
Title: Re: FBX2EDF Exporter fix?
Post by: PiBoSo on December 26, 2015, 11:11:33 PM
Quote from: Hawk on March 21, 2015, 11:16:24 AM
@Piboso.

Here is the download link for the FBX track files you requested: https://mega.co.nz/#!7BtVnSLK!UMDAkDJCANKvn_mEQiMlmdea3pK5nYRxV3mFzPOBj2I (https://mega.co.nz/#!7BtVnSLK!UMDAkDJCANKvn_mEQiMlmdea3pK5nYRxV3mFzPOBj2I)

Hope this helps.  ;)

Hawk.
PS: I had a partial success this morning in producing a ".TRP" file from this FBX file, but when I tried repeating the process it crashed again and wouldn't have it. Strange that sometimes it will produce a successful conversion for the .TRP file and most times won't? But as far as producing a conversion for the ".MAP" file it just crashes all the time.
This FBX file does successfully convert to ".TRP" and ".Map" files if I use the EdfExp2010p.dle plugin and export via 3DSMax 2010 32 bit application.

Please note that the track can now be exported.
The fixed FBX2EDF will be released as soon as possible.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on December 27, 2015, 07:55:07 AM
Quote from: PiBoSo on December 26, 2015, 11:11:33 PM
Quote from: Hawk on March 21, 2015, 11:16:24 AM
@Piboso.

Here is the download link for the FBX track files you requested: https://mega.co.nz/#!7BtVnSLK!UMDAkDJCANKvn_mEQiMlmdea3pK5nYRxV3mFzPOBj2I (https://mega.co.nz/#!7BtVnSLK!UMDAkDJCANKvn_mEQiMlmdea3pK5nYRxV3mFzPOBj2I)

Hope this helps.  ;)

Hawk.
PS: I had a partial success this morning in producing a ".TRP" file from this FBX file, but when I tried repeating the process it crashed again and wouldn't have it. Strange that sometimes it will produce a successful conversion for the .TRP file and most times won't? But as far as producing a conversion for the ".MAP" file it just crashes all the time.
This FBX file does successfully convert to ".TRP" and ".Map" files if I use the EdfExp2010p.dle plugin and export via 3DSMax 2010 32 bit application.

Please note that the track can now be exported.
The fixed FBX2EDF will be released as soon as possible.

This is BRILLIANT NEWS!  ;D :-* 8)

I look forward to the FBX2EDF release.... Thank you very much Piboso.... Much appreciated!  ;D 8)

Hawk.
PS: Just one note: Will the FBX2EDF exporter be capable of exporting all the shaders, Normal, and Spec maps without us having to write an additional text script file? If not then I'd suggest this would be the next aim for further improvement of the FBX2EDF exporter process, as I personally feel that we should be able to export work done on Maya or 3ds Max directly through the exporter rather than having to do additional script work once we have exported the track scene......
I'm sure with the FBX SDK it would be possible to integrate that process into the FBX2EDF exporter too?
:)
Title: Re: FBX2EDF Exporter fix?
Post by: PiBoSo on December 27, 2015, 01:15:38 PM
Quote from: Hawk on December 27, 2015, 07:55:07 AM
PS: Just one note: Will the FBX2EDF exporter be capable of exporting all the shaders, Normal, and Spec maps without us having to write an additional text script file? If not then I'd suggest this would be the next aim for further improvement of the FBX2EDF exporter process, as I personally feel that we should be able to export work done on Maya or 3ds Max directly through the exporter rather than having to do additional script work once we have exported the track scene......
I'm sure with the FBX SDK it would be possible to integrate that process into the FBX2EDF exporter too?
:)

Each program ( 3dsmax, Maya, Blender, Modo, ... ) handles shaders in a different way.
The text shaders were chosen specifically to keep them consistent between 3D programs.
Title: Re: FBX2EDF Exporter fix?
Post by: TFC on December 27, 2015, 02:06:04 PM
And great for people like me, who don't have time to learn a proper package and use sketchup which doesn't support normals..
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on December 27, 2015, 07:16:49 PM
Quote from: PiBoSo on December 27, 2015, 01:15:38 PM
Quote from: Hawk on December 27, 2015, 07:55:07 AM
PS: Just one note: Will the FBX2EDF exporter be capable of exporting all the shaders, Normal, and Spec maps without us having to write an additional text script file? If not then I'd suggest this would be the next aim for further improvement of the FBX2EDF exporter process, as I personally feel that we should be able to export work done on Maya or 3ds Max directly through the exporter rather than having to do additional script work once we have exported the track scene......
I'm sure with the FBX SDK it would be possible to integrate that process into the FBX2EDF exporter too?
:)

Each program ( 3dsmax, Maya, Blender, Modo, ... ) handles shaders in a different way.
The text shaders were chosen specifically to keep them consistent between 3D programs.

As I understand it, that is why the FBX format was created to simplify and standardize the interoperability of data between different 3d apps so that each app could work on scenes created by different 3D apps. So I'm sorry but I don't understand your reasoning here? What I mean is, the FBX format is surely all you need to consider here for converting the FBX format scene data into your sims, isn't it?

Hawk.

Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on January 31, 2016, 12:28:20 AM
@Piboso: I have used your latest fixed FBX2EDF exporter for the first time tonight, and I must say that I'm well impressed!  ;D

The speed of this exporter compared to the old 3dsmax plugin exporter is like the difference between day and night; the speed the FBX exporter completes the task is incredible! 3 mins to do a track.map file with a serious about of objects in the scene compared to a waiting time of at least 35+ mins for the old 3dsmax plugin exporter.
It was so quick that I seriously thought there must be something wrong, but no, everything seems to be good..... I really couldn't believe how fast it was..... I'm well impressed! Great job well done Piboso! Thank you!  ;D ;D 8)

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: Steven on February 07, 2016, 07:05:11 PM
I tried the new fbx2edf converter and it alway crashes when exporting to ".map". This always seems to happen at "Normals smooth".

I exported .fbx from Blender and at the end just used a simple plane named "TRKASPH".

I tried a lot of things (export options in Blender, with and without texture, different options in the converter (Flat, Recalculate, ...) but it didn't change anything. The conversion to .edf and .trp always worked (for the fbx files I tested).
Whenever I used the old converter for the same files it worked as well (.edf, .trp, and .map).

The available fbx versions in Blender are "FBX 7.4 Binary" and "FBX 6.1 ASCII".

I asked somebody else to try to export a simple object and it didn't work for him either (also Blender).
Re-exporting to Blender and also to 3ds Max works like it should (there is something in the file).
I also exported from 3ds Max 2010 (FBX 2012.2 (7.2)) to eliminate Blender.

The file linked on page 2 of this thread (Daytona_200_FBX2010_1.4b.fbx) doesn't work either, so might this be related to the PC (I have a laptop, Win7, i5-2410M, Geforce GT 540M)?
Is there something I am missing related to the .map?
Would it make sense to upload an fbx file?

Has somebody else used the new converter for the .map files already?

Basically for what I do the old one is enough so it's not that urgent for me, but if there is a way to help I'll try.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on February 08, 2016, 02:58:05 AM
@Steven: Post a download link for your .fbx file with the .fbm folder scene files and I'll give it a test for you.

I used the FBX2EDF converter recently as my post above states and it worked fine for me on both .map and .trp exports.  :)

Hawk.
Title: Re: FBX2EDF Exporter fix?
Post by: Steven on February 08, 2016, 08:57:55 PM
Thanks for the offer, Hawk! I uploaded something, but I guess it will just work.
https://www.dropbox.com/s/2tnrtblz9deog0t/fbx-test.zip?dl=0 (https://www.dropbox.com/s/2tnrtblz9deog0t/fbx-test.zip?dl=0)

It looks like it's something with my PC. I tried the converter in a virtual machine (Windows XP, only SP3 and latest updates installed) and it worked! Even your Daytona file. So my files and the converter should be ok. I will try a bit more and report if I find something.

Edit:
I started the converter as admin and it worked. Both the test file and the Daytona file. I could have tried this earlier ... But maybe this helps somebody else.
Title: Re: FBX2EDF Exporter fix?
Post by: Hawk on February 11, 2016, 11:22:37 AM
Quote from: Steven on February 08, 2016, 08:57:55 PM
Thanks for the offer, Hawk! I uploaded something, but I guess it will just work.
https://www.dropbox.com/s/2tnrtblz9deog0t/fbx-test.zip?dl=0 (https://www.dropbox.com/s/2tnrtblz9deog0t/fbx-test.zip?dl=0)

It looks like it's something with my PC. I tried the converter in a virtual machine (Windows XP, only SP3 and latest updates installed) and it worked! Even your Daytona file. So my files and the converter should be ok. I will try a bit more and report if I find something.

Edit:
I started the converter as admin and it worked. Both the test file and the Daytona file. I could have tried this earlier ... But maybe this helps somebody else.

Great to hear you got it all working, Steven!  ;D 8)

Anyway I downloaded your fbx test file and put it through the FBX2EDF exporter and as you now expected it worked no problem, exporting all .EDF/.WSS/.MAP/.TRP files without any hitch.  ;)

Hawk