Product Chat / Runtime error 7018

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tommy8
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Posted: 2nd May 2014 20:31
I am trying to use my own custom buildings but they are failing to load and i am getting this message quite a lot followed by the "FPM file is corrupt".



Anyone any clue what the cause of this might be?
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tommy8
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Posted: 3rd May 2014 09:53 Edited at: 3rd May 2014 10:35
really need help on this one. Tried a system restore, still didnt work...



info



building model is approximately 6000 faces

all _D, _S and _N .dds files are present and correct as is .x, bmp file and scripting file. In theory it should be FPSCR ready.



here is the problematic model if anyone cares to look. It is meant to be a 2 storey building with a staircase and 6 rooms. Texturing is not completed btw hence filename. Will constitute the first in a (British isles) pack, if i get the help to find correct construction and implementation method.



http://www.mediafire.com/download/fbbr3b2u7zx9488/Irish_Pub_test.7z



a thousand thanks for any assistance and props to anyone if i ever complete a game.
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TattieBoJangle
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Posted: 3rd May 2014 13:29 Edited at: 3rd May 2014 13:31
the file is blank m8 i cant even see a wire frame :/ the .x file is only 1kb so it has not converted to .x properly do you have the same file in .obj or something els.





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
tommy8
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Posted: 3rd May 2014 19:57 Edited at: 3rd May 2014 19:59
thanks tattie



I am using blender to export, turns out blender was coming up with some sort of error message when i was attempting to export to .x which i did'nt spot, hence the problem. I've circumvented this by exporting into .obj and doing the conversion through milkshape but now i am getting the dreaded white dot where the model should be. The file size is now 1.8 megs though.



Its still not working but at least FPSCR doesnt grind to a halt anymore.
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TattieBoJangle
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Posted: 3rd May 2014 20:07
Did you make the model if so feel free to send it and i can have a look at it for you





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
tommy8
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Posted: 3rd May 2014 20:58
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TattieBoJangle
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Posted: 3rd May 2014 21:14
It will show up now m8 but the textures haven't taken.





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
tommy8
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Posted: 3rd May 2014 21:31
thanks tattie, looks like i'm back to square one though
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TattieBoJangle
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Posted: 3rd May 2014 22:05
Texturing can be a pain but when you get the hang of it Jason Forth (unfamillia) does amazing videos to help people out.



https://www.youtube.com/channel/UCL_NvyXntqpOrN3yaMsSI5Q





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
tommy8
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Posted: 3rd May 2014 22:50 Edited at: 3rd May 2014 22:52
Texturing isnt an issue for me per sae, ive pretty much nailed it, at least as far as blender is concerned. The issue is probably in part due to the blender-FPSCR conversion process.



i suspect the problem may be partly my construction technique. I'm deciding to use much more of a IKEA flatpack technique when it comes to assembling buildings. Perhaps FPSCR will handle it better in smaller parts or something.
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The Tall Man
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Posted: 1st Jun 2014 04:46 Edited at: 1st Jun 2014 04:47
I've found that when exporting to .x from blender, one of the options is to use left-handed or right-handed. One displayed correctly in DarkGDK, the other didn't. But DarkGDK really doesn't handle/show most large models properly once the size gets beyond a certain point - I suspect due to poor memory management. Hopefully that's been fixed in FPSC-R??
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