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› Not this again!
(Moderators: Mitch., Fly2e, ozzy72, beaky, Clipper, JBaymore, Bob70, BigTruck)
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Not this again! (Read 705 times)
Feb 12
th
, 2007 at 9:33pm
Katahu
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Quote:
Running Cockpits
Start! (C:\gmax\gamepacks\fs2004\Hummer_interior.x)
Loading X C:\gmax\gamepacks\fs2004\Hummer_interior.x...
ERROR: Invalid X file: C:\gmax\gamepacks\fs2004\Hummer_interior.x.
Error!
Error!
You should all remember this little demon. It's that dreaded "invalid x file" crud. Everything in the export process [from Gmax to FS2004] goes nice and smoothly [no scaling errors, no animation errors, etc], until I hit "go" in the "middleman" dialog box. This is all it says. I changed all the other files left over by the error, but I got nothing. After this, it won't export. Any ideas?
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Reply #1 -
Feb 12
th
, 2007 at 11:48pm
CAFedm
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I love YaBB 1G - SP1!
Between CYXD & CYEG, Alberta
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I think we all have more gray hair than not, working on this sort of stuff. Dunno if it will help but I recall having read a post regarding errors compiling, sometimes saving as an .x file and dragging this directly onto Makemdl.exe, may result in a good compilation. Just an idea, but worth a try...
Brian
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Reply #2 -
Feb 13
th
, 2007 at 10:35am
JonMich
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Just out of curiosity, does the model have textures applied to it? Sometimes I get an error, although I cant remember which one, if the uvw map in not perfectly square.
Jon
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Reply #3 -
Feb 13
th
, 2007 at 3:45pm
Katahu
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For the textures, they're perfectly square [512x512 pixels - as are all of my textures]. Maybe it's because I applied the textures on parts that are already key-frame animated. In that case, I might have to clear out the animations and redo them.
There is also the possibility that I may have used FSX tags in place of FS9 tags [they look very similar at first glance]. This is because I was trying to export into FSX before. In my Gmax Gamepack folder, I have 2 subfolders; one for FS2004 and another for FSX. Each folder has its own subfolder along with plugins and other essentials. This system has worked before a week ago. I don't know why it chose now to quit on me.
So, I either have the wrong tags for the wrong sim, or I have to redo the animated parts that I have just textured recently.
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Reply #4 -
Feb 13
th
, 2007 at 5:37pm
swordfish1227
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I hope you get this working katahu, that hummer looks to be coming along great.
I know this is off topic, but what plane is that in your sig? i think i have seen that sst but not with the shuttle.
&&
http://www.bungie.net/card/halo3sm/baldrnr.ashx
&&
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Reply #5 -
Feb 14
th
, 2007 at 1:12am
SkyNoz
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Project Kfir!
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Ummm Ummm.... lol Alright, So I haven't been in the forums lately and trying to remember... having this wonderful problem all the time. Normally when this had occurred it was during the process of which you use the file to drag into Makemdl.exe
Quote:
sometimes saving as an .x file and dragging this directly onto Makemdl.exe, may result in a good compilation
.x --> Makemdl, that can actually be the reasoning why it's not compiling. That means it's not being exported. "invalid X file" etc. ('not using the specified files for export', which are needed for coding the model)
If you PM me your email Kat, I will send you a fresh copy of my plugins folder which has no problems what's so ever.
-Hope my info helps
-SN
Project Kfir!&&
&&
My Gmax page
&&Aircraft modeler/Aircarft painter&&&&Aye the key!&&[GeneralEngineData]&&//0=Piston, 1=Jet, 2=None, 3=Helo-Turbine, 4=Rocket, 5=Turboprop
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Reply #6 -
Feb 14
th
, 2007 at 11:23am
Katahu
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Quote:
('not using the specified files for export', which are needed for coding the model)
This explains so much, thanks.
Btw, check your PM.
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Reply #7 -
Feb 15
th
, 2007 at 1:03am
Milton
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The last 5 or 6 times I got this error I corrected by cleaning up my materials. It just happened that I had two or more material names with different bmp's specified for them.
Example: material1 and darkgray.bmp
... and material1 listed again but with gray.bmp specified.
Once I cleaned corrected material and bmps, the problem disappeared.
The problem may reappear if you do not reapply a new material to the part that was originally assigned a duplicate material name with the different bmp.
When the export fails quickly after starting with this message, it is almost always a material issue.
Hope this helps.
Milton&&Dash 7, Aero Commanders, Howard 500, D18S, Spartan, XP47J, Beechcraft A28 (Grizzly)
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Reply #8 -
Feb 15
th
, 2007 at 10:31am
Katahu
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Thanks for the tip, Milton.
I took your advice and checked the materials via the Material Navigator and I found a specific material that doesn't seem to be linked any object [it's at the bottom of the list]. When I delete it or turn off one [see second image] of the materials inside this multi-material, I get an error box saying that two specific objects within the model have an invalid texture coordinate. When I'm done exporting, I still get the same message when I open the error log.
How do you fix this situation step by step? I tried deleting it and turning off one of the sub-materials in the multi-material, but I would get the same error box [in gmax] and the same error log [in notepad]. From what you described, Milton, it seems that I need to replace one or both of the submaterials. Am I correct? If so, how?
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Reply #9 -
Feb 18
th
, 2007 at 4:26pm
Katahu
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I managed to export the Hummer into FS9. All I needed to do was revert back to an ealier save. Because I already exactly which textured objects were NOT corrupted, I merged them into the earlier saved file and continue from there. Now that I know exactly what NOT to do, I can retexture the model again without having to worry about the issue. From that point on, it was smooth sailing... err... driving.
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