Error while compiling a custom model with builder.

BabloBablo Join Date: 2010-06-05 Member: 71965Members
Hi guys.
I'm creating a custom map and wanted to create some custom props for it. I've succesfully followed Brian's video tutorials and created the psd's to dds, but I'm having troubles getting the .model file compiled from collada format.

I have set the source and output folders correctly and I have the *.model_compile file in the same folder as my *.dae file.

Contents of the .model_compile file are:

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->geometry "tree01.DAE"<!--QuoteEnd--></div><!--QuoteEEnd-->

And when I launch the builder it reports following:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1> C:\Users\BABI\custommod\modelssrc\ns_lush\tree01\tree01.model
1> Error: Couldn't load 'C:\Program Files (x86)\Steam\steamapps\common\Natural Selection 2\compilemodel'<!--QuoteEnd--></div><!--QuoteEEnd-->
Now, I've tried pretty much everything I could figure out, but can't get it working. If I remove the .model_compile file contents, the builder will report:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1> Error: No geometry file was specified<!--QuoteEnd--></div><!--QuoteEEnd-->
So, the CompileModel.exe should be working correctly right?

Only thing that I've done differently is, that I'm using 3ds max 2012 64-bit, so the UWE collada-plugin doesnt work, thus I'm using OpenCollada plugin for exporting the *.dae.
Could that be the issue?

Thanks for your help.
- Bablo

Comments

  • Mr MoeMr Moe Join Date: 2009-12-17 Member: 69696Members
    edited June 2012
    I think the Problem is, that you can't use the UWE collada, got the same Problem over here.
    Brian said something about max 9. So I think that's is the point.

    €dit: Already tried max 2010 2011 and 2013 (32 and 64-bit)
  • BabloBablo Join Date: 2010-06-05 Member: 71965Members
    Yeah I was afraid so. :/
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    I hope they release an updated max plugin soon, one that would work with max 2012-2013 64bit
  • BabloBablo Join Date: 2010-06-05 Member: 71965Members
    Seems that the problem was not in the collada plugin. I'm running max 2009 now with the colladaplugin that came with the natural selection 2 and the builder is still giving me the same error.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Building...
    1> Executing '"C:\Games\Steam\steamapps\common\Natural Selection 2\CompileModel" -dependencies "C:\Users\BABI\customsrc\modelssrc\ns_lush\tree01\tree01.model_compile"'
    1> C:\Users\BABI\custommod\modelssrc\ns_lush\tree01\tree01.model
    1> Executing '"C:\Games\Steam\steamapps\common\Natural Selection 2\CompileModel" -material_src "C:\Users\BABI\customsrc\" "C:\Users\BABI\customsrc\modelssrc\ns_lush\tree01\tree01.model_compile" "C:\Users\BABI\custommod\modelssrc\ns_lush\tree01\tree01.model"'
    1> Error: Couldn't load 'C:\Games\Steam\steamapps\common\Natural Selection 2\CompileModel'<!--QuoteEnd--></div><!--QuoteEEnd-->

    What's interesting is, that if I change the output folder by changing the mod project in launch pad to ...\Natural Selection 2\ns2\, I get a different error:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Building...
    1> Executing '"C:\Games\Steam\steamapps\common\Natural Selection 2\CompileModel" -dependencies "C:\Users\BABI\customsrc\modelssrc\ns_lush\tree01\tree01.model_compile"'
    1> C:\Games\Steam\steamapps\common\natural selection 2\ns2\modelssrc\ns_lush\tree01\tree01.model
    1> Executing '"C:\Games\Steam\steamapps\common\Natural Selection 2\CompileModel" -material_src "C:\Users\BABI\customsrc\" "C:\Users\BABI\customsrc\modelssrc\ns_lush\tree01\tree01.model_compile" "C:\Games\Steam\steamapps\common\natural selection 2\ns2\modelssrc\ns_lush\tree01\tree01.model"'
    1> Error: Couldn't load 'selection'<!--QuoteEnd--></div><!--QuoteEEnd-->

    Now that just seems that the output folder does not like spaces in it.

    It is becoming so frustrating, I've watched Brian's tutorial videos about five times now, pausing and checking every little detail that might be causing the issue.
    I've tried to fiddle with the settings file, but haven't been able to fix this.

    Only thing I could do now, is to see the ModelCompile.exe source file for the problem but too bad that is not possible.

    Anyone have ANY clue what might fix this? I'm getting so desperate with this.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    This is a long shot but you could try deleting CompileModel.exe and redownloading it from steam, via verify game cache.
  • BabloBablo Join Date: 2010-06-05 Member: 71965Members
    <!--quoteo(post=1946939:date=Jun 27 2012, 04:05 PM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Jun 27 2012, 04:05 PM) <a href="index.php?act=findpost&pid=1946939"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is a long shot but you could try deleting CompileModel.exe and redownloading it from steam, via verify game cache.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Tried it, but the same error message appeared.
    Thanks for the help anyway.
  • BabloBablo Join Date: 2010-06-05 Member: 71965Members
    Am I only one with this problem?
    Is there someone who have succesfully compiled their *.dae to *.model?
  • doclouloudocloulou Join Date: 2009-06-01 Member: 67606Members
    i had some problem too but i finally succeed !
    try to recreate a mod with different path its work for me...
  • BabloBablo Join Date: 2010-06-05 Member: 71965Members
    edited June 2012
    <!--quoteo(post=1947252:date=Jun 28 2012, 01:14 PM:name=docloulou)--><div class='quotetop'>QUOTE (docloulou @ Jun 28 2012, 01:14 PM) <a href="index.php?act=findpost&pid=1947252"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i had some problem too but i finally succeed !
    try to recreate a mod with different path its work for me...<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've tried with building to an empty folder and into the ns2 folder, but none of them works.
    Gives different errors though, as you can see from my earlier post. :/

    EDIT: If someone can build my models from my .dae files, I would be hugely delighted. PM me.
  • BabloBablo Join Date: 2010-06-05 Member: 71965Members
    Finally got it working! Perso started to help me out with it and we noticed that my folder structure had a flaw in it. I had a folder called "modelssrc" and the correct one was "modelsrc". So that was the tiny problem causing this whole issue. :)
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    wait did you use the standard collada exporter that comes with 3ds max? or did u manage to get the one that comes with ns2 working? cause I still can't make it work with 3ds max 2012 64bit
  • brechtosbrechtos Belgium Join Date: 2008-04-18 Member: 64100Members, Reinforced - Gold
    Only way to get working collision models is to go and find a copy of max 2009. There is no other way untill someone either updates opencollada to include the collada physics structure or someone writes a new collada exporter.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    I've also been fiddling with this but can't get the UWE collada exporter to even load in 3ds max 2012. I've decided to just give up until a new version shows up. Hopefully it won't be too long..
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