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1.6.2 Advanced Model Loader | Error parsing entry |


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Posted

I'm testing out the .obj render system on a model I ripped from N64.

 

I repaired the texture as a UV map, the best I could... yet I am a complete amateur with 3d models and the .obj format.

 

Upon registering my model I encounter this error -

 

 

2013-09-24 12:21:07 [sEVERE] [ForgeModLoader] Caught exception from ElysiumDASH

net.minecraftforge.client.model.ModelFormatException: Error parsing entry ('o ShapeIndexedFaceSet.652_ShapeIndexedFaceSet.653', line 4) in file '/assets/elysiumdash/models/reaverbot/reaverBotMesh.obj' - Incorrect format

at net.minecraftforge.client.model.obj.WavefrontObject.parseGroupObject(WavefrontObject.java:501)

at net.minecraftforge.client.model.obj.WavefrontObject.loadObjModel(WavefrontObject.java:130)

at net.minecraftforge.client.model.obj.WavefrontObject.<init>(WavefrontObject.java:55)

at net.minecraftforge.client.model.obj.ObjModelLoader.loadInstance(ObjModelLoader.java:28)

at net.minecraftforge.client.model.AdvancedModelLoader.loadModel(AdvancedModelLoader.java:70)

at elysiumDASH.client.ReaverBotTestModel.<init>(ReaverBotTestModel.java:25)

at elysiumDASH.render.TileEntityreaverBotRenderer.<init>(TileEntityreaverBotRenderer.java:11)

at elysiumDASH.proxies.ClientProxy.initRenderers(ClientProxy.java:30)

at elysiumDASH.ElysiumDash.load(ElysiumDash.java:45)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)

at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)

at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)

at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)

at com.google.common.eventbus.EventBus.post(EventBus.java:267)

at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)

at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)

at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)

at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)

at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)

at com.google.common.eventbus.EventBus.post(EventBus.java:267)

at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)

at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)

at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)

at net.minecraft.client.Minecraft.startGame(Minecraft.java:507)

at net.minecraft.client.Minecraft.run(Minecraft.java:806)

at net.minecraft.client.main.Main.main(Main.java:93)

at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)

at java.lang.reflect.Method.invoke(Unknown Source)

at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)

at net.minecraft.launchwrapper.Launch.main(Launch.java:18)

 

 

here is a copy of my model, if anyone could take a look at it and find out why it fails.

 

https://dl.dropboxusercontent.com/u/19143385/reaverbotbodytest.zip its 65kb

 

I captured the model from an emulator, then photographed it from a few angles. Then I merged all the groups and deleted the old texture files ( it was originally textured 1 .png per triangle ) Then using the photos I projection painted the UV map in blender.

 

Obviously, I missed something. My only indication is that the entire model seams to still be made of individual triangles, when unwrapped instead of pealing it explodes.

 

for those interested :

I am developing a Megaman legends inspired adventure mod, like twilight forest or the Aether, I am looking for team members. All contributions welcome - PM me for more info

 

Posted

The obj model loader has issues with some versions of obj files.  However the report there does tell you exactly what the issue is.  If you change that erroring line (line 4) from

o ShapeIndexedFaceSet.652_ShapeIndexedFaceSet.653', line 4

to

o shape652

it will compile past that line.  There may be a few more errors to fix up in a similar way later on in the file though

Posted

When you exported it to .obj format from the 3d studio, what export settings did you use? :)

Did you choose the triangluate faces option? (Can't recall exact wording, sorry).

 

There are some demands to the .obj files it will load, and I can't find the list of them at the moment but it may be because the model has some unsupported stuff inn it, aka. is not exported in the correct way :P

If you guys dont get it.. then well ya.. try harder...

Posted

I converted it to .OBJ from blender.

 

It was isolated from a wave scene, that I extracted from an N64 emulator.

 

Since I know next to nothing about 3d modeling and their formats, I have no idea what could be wrong... because anything could be wrong.

 

I know there is a way to convert my file to the proper format, just not sure how.

Posted

Thanks for that, I will give this a try.

 

I also found how to fix my issue with the model unwrapping into 200 pieces-

I just needed to use the remove doubles action in the W menu.

 

Now I can make a proper UV map, and do some touch up.

 

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