Z-Mod3: Exporting Error in the Log File

SCS Software ATS and ETS2 editing using ZModeler3 filter. Models, Materials, Animation.

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Z-Mod3: Exporting Error in the Log File

Postby Harald-RS » Mon Dec 11, 2017 4:20 pm

Hi Oleg,

i have a littel Problem after Export with Z-Mod3 32/64bit Version.

Code: Select all
01:01:00.472 : <ERROR> [baked_model] Pieces using same material '/automat/b3/b3a48013e515444f.mat' and parameter packets have different vertex buffer layout {size: 44, .position:FLOAT_3@0, .normal:FLOAT_3@12, .color:UBYTE_4_NORM@24, .tex_coord_0:FLOAT_2@28, .tex_coord_1:FLOAT_2@36} vs {size: 36, .position:FLOAT_3@0, .normal:FLOAT_3@12, .color:UBYTE_4_NORM@24, .tex_coord_0:FLOAT_2@28}
01:01:00.472 : <ERROR> [baked_model] Creation of 'cabin' baked model failed


I have posted a question in SCS.

But not answers from SCS-Team.

I hope everbody here can help me.
Greetings
Harald
Sorry for my bad english, i from germany.
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Re: Z-Mod3: Exporting Error in the Log File

Postby Harald-RS » Tue Dec 12, 2017 7:22 am

Old errors are fixed.

But now this Error.

Code: Select all
00:00:28.556 : <ERROR> [baked_model] Too many indices in 'cabin' (68615) for material '/automat/24/246e150c06823bc7.mat'


Here my Game.log.txt Test Profil:
game.log.zip
(11.63 KiB) Downloaded 34 times
Greetings
Harald
Sorry for my bad english, i from germany.
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Re: Z-Mod3: Exporting Error in the Log File

Postby Oleg » Tue Dec 12, 2017 9:53 am

first error was related to geometry being exported with 1 UV set using material "cabin" and then another geometry being exported with 2 UV using exactly the same material. avoid sharing materials across different scenes or at least ensure geometries in different scenes use the same count of UV channels with respect to shared materials. Within one scene during an export zmodeler performs this validation and identical UV channels count is exported.

Concerning the second error, it sounds a bit strange. it is Ok to have a vertices limit in 64K, but indices count should be absolutely of no harm to game engine. I don't know what game does during "baking" of model, probably merges geometry fragments utilizing the same material, but I guess you can create another branch/group in ZModeler using the same compound state and move some of geometries there (it will be a different "object" from a point of game model format view).
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Re: Z-Mod3: Exporting Error in the Log File

Postby Harald-RS » Tue Dec 12, 2017 12:36 pm

Hello, Oleg,

so after provide a new profile functioned everything again. No notion why to the mistake has come.
Greetings
Harald
Sorry for my bad english, i from germany.
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Posts: 56
Joined: Sun Oct 21, 2012 8:08 am
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