Product Chat / Do any of the importers actually work?

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Polaraul
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Posted: 21st May 2015 23:52
I have tried .3ds and .x files, with varying number of polygons and GG just does the following.

The main work screen goes black with no dialogue or progress indicator. All UI controls still work, though actually do nothing when pressed. The program waits for about a minute and then just states that it is resuming from my last session. I then end up back at square one with no imported model!
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Pirate Myke
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Posted: 22nd May 2015 00:49
Hello, can I get you to do a file verification, I had to do it twice today to get all the files fine.

then restart gameguru and see if that makes it work. It is possible to get a x file that dont work proper in there for many reasons. Vertex count, to complicated, or any other number of reasons.

can you try to import the box folder ammo.x file and see if that will allow you to open the importer.

Check to see that your anti virus program is not blocking any files from the gamegur root folder and also the C:\Users\YourProfile\AppData\Local\Temp

Thanks
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Polaraul
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Posted: 24th May 2015 20:12
The ammo box worked fine, but this is already part of the GG library. For the most part, of the models I tried to import, a great majority of them did not import, hung the program or forced GG to restart. Import only seems to work for the most basic of models.
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3com
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Posted: 24th May 2015 20:21
I think it has to do with steam sync files, when you work offline, steam can't do the sync files.
I think steam should take a look over this issue.

3com

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Polaraul
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Posted: 24th May 2015 20:24
Hi 3com. Steam verified all my files, so I don't think that is the issue Could one of the devs perhaps state the limits of the built in import function, that way at least I could try and decimate models over the limit before attempting an import. Thanks in advance
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Pirate Myke
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Posted: 24th May 2015 20:55 Edited at: 24th May 2015 20:56
this issue was fixed and most x files mapped or unmapped where coming in the exporter. If you have a specific model that is not. Please list it here and where it comes from, so we can find out why. It appears that some of the old exporters for programs back then do not export enough info to get it in the importer.

But if you have the xfile already than you could just hand edit a GameGuru style FPE file and fill in the current info and the model should work in GameGuru.

I dont use the importer at all and make the FPE myself in the GameGuru format. Have been converting things so long it is just as easy for me to do it by hand.
But that is me.
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Polaraul
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Posted: 24th May 2015 21:20
Hi Myke. I tried importing quite a few models exported from Sketchup. I will see if I can get a list together of the models that would not import or hung GG.
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Pirate Myke
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Posted: 24th May 2015 21:44
I will look at a couple of models from sketch up you provide, but that exporter is not very good for x files.

Will sketchup export a .3ds file also?

Have you tried putting one together by editing an fpe file your self? Then see how it works in the engine.
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Polaraul
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Posted: 24th May 2015 21:53
Only the Pro version of Sketchup exports to 3DS, which unfortunately I don't have access to right now. I will look at the FPE file format though
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Pirate Myke
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Posted: 24th May 2015 21:58
yes, as long as you have all the required files, editing the fpe file is not that bad.

It will be the bmp preview, that you wont get automatically, and need to acquire or make a placeholder for it.

Normally I make this from the model program after I convert or make one as 64 x 64 24bit .bmp file.
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Polaraul
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Posted: 26th May 2015 18:22
Hi Myke. Still getting nowhere with the importer, which just seems pretty bust to me!

Here is a simple rock file that crashes GG:

.x file: http://www.polaraul.com/rock.x
texture for above: http://www.polaraul.com/Rock-Texture-Surface.jpg
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synchromesh
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Posted: 26th May 2015 18:48
Cannot grab the rock ..... but it cant be a simple one with a texture that size surely ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Polaraul
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Posted: 26th May 2015 19:04
Hi there. Placed a new file at http://www.polaraul.com/rock.rar
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3com
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Posted: 26th May 2015 20:45
I never used the importer, I prefer to do this manually.
However I tried to import your model, but failed, please you see the image below.



Fragmotion refuses to import your X file.

On the other hand I found this in the file change log:

Quote: "* Added extra '=replace+entpath' to .LOG when map fails to load entity"


I wonder which .log is referred here, since I have not been able to find it.
The Guru-MapEditor.log file does not reflect anything, about it.

If this file has been generated with the error information, then it has also been overwritten after resume the session.

A file Import.log could help, it's just what I think.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 8.1 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

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HarryWever
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Posted: 26th May 2015 21:58
i imported it with a 3d program. svaed it again and now you can use it with the importer.


Cheers
harry

Harry

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Polaraul
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Posted: 26th May 2015 22:13
Hi Harry, and many thanks for your help. Something I am finding with the X file format, is not all exporters behave the same! I have given up on the importer for now and just creating .x files and manually changing the FPE file. I have it working with multi texture models fine, but really need to come up with a streamlined solution to create texture atlases for the models.

My first external models that actually work in GG



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granada
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Posted: 26th May 2015 22:37
That looks good .

Dave
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synchromesh
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Posted: 27th May 2015 00:56
If it doesn't work manually its not going to work at all ...
I also prefer manual importing
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Jerry Tremble
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Posted: 27th May 2015 03:35
Quote: "Something I am finding with the X file format, is not all exporters behave the same!"


Ain't that the truth? It took me several years to work out a pipeline for import/export/edit/export/import/edit/export again/etc. to become Dark Basic friendly! What program are you using? I prefer to import manually as well, but sometimes, since the importer came about, it has become faster to use it, then open the fpe, edit, save, delete bin and dbo, and restart. I do this when I'm converting models en masse. It's much more efficient. I have found that UU3d and Blender export Direct x. in the most .x compatible format.
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Polaraul
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Posted: 27th May 2015 07:07
Hi Jerry. I have switched to using Fragmotion and Wings 3d, although I am still hoping I can find a way to create texture atlases rather than the multi texture route.
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