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Konata Inoue

OpenFormats: Incorrect vertex component count

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Konata Inoue

Howdy!

As the title states, I'm having an error regarding OpenFormats in OpenIV. 

Here's what I did.

In 3DS Max 2014 I imported the 4 building models. One from the base game, 3 from Arena War.  
I aligned them so they were in the correct positions, etc.
When that was done, I attached the three Arena War buildings so they were one, then I selected all verts on the base game building w/ Ctrl+A, then attached it to the 3 other models, hit delete, that way the base game model was gone and only the AW model existed. 
I then exported them w/ Gims Evo, attempted to import the ODR to OpenIV and was greeted with the below error.

"id1_17_structure4_high.mesh(Line 49452): Incorrect vertex component count. Expected: 20, Actual: 21" 

I'm not sure if this extra bit helps, but the 3 Arena War models use embedded textures, unlike the base game model that relies on a .YTD.


Any help is appreciated.

Edited by Konata Inoue

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LeeC22
3 hours ago, Konata Inoue said:

Howdy!

I'm getting an error that reads "id1_17_structure4_high.mesh(Line 49452): Incorrect vertex component count. Expected: 20, Actual: 21" when I attempt to import a specific ODR to the RPF. 

I googled this for a little bit, found nothing. 

Any help is appreciated.

Might help if you let people know how you created the additional mesh content for the model. Was it ZModeler3, was it Max + Gims Evo, was it Blender etc...

 

Based on what I see in that default mesh file, this seems to be additional mesh data that you have added, so it might very well be an error with the exporter used.

Edited by LeeC22

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Konata Inoue
13 minutes ago, LeeC22 said:

Might help if you let people know how you created the additional mesh content for the model. Was it ZModeler3, was it Max + Gims Evo, was it Blender etc...

 

Based on what I see in that default mesh file, this seems to be additional mesh data that you have added, so it might very well be an error with the exporter used.

Good idea, I'll add all the details in the post above.

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LeeC22

I think maybe the deletion of the main object at vert level might be contributing here and it's not something you need to do, you can just delete it at mesh level.

 

So import your Arena War models, move them into position (remembering to reset XForm if required), attach them as you need to (to each other but not to the main mesh), move that attached model into the hierarchy of the id1_17_structure4 model, so they exist alongside the original mesh, then simply delete the original mesh object.from the hierarchy You could copy its name first and then assign that to the combined Arena War mesh but I am not sure if that's necessary as its the model object that defines the name.

 

There are no bones in the map objects, so it's not like rigging prop components where they have to be attached to bones. Any mesh content that exists under the main model object, gets considered to be part of that YDR/ODR. Not sure about the embedded textures of the AW building, they might still work if you set them to embedded in the material editor in Gims.

 

One thing I would say here, is that any changes you make have to be echoed in the LOD models and the ybn files... and possibly the NavMesh as well. It can get complicated real quick making map changes, be prepared for fun and frolics.

 

Disclaimer: That's a presumptive guess based on the small amount of map editing I have done in the game.

Edited by LeeC22
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Konata Inoue
On 9/14/2020 at 6:55 AM, LeeC22 said:

I think maybe the deletion of the main object at vert level might be contributing here and it's not something you need to do, you can just delete it at mesh level.

 

So import your Arena War models, move them into position (remembering to reset XForm if required), attach them as you need to (to each other but not to the main mesh), move that attached model into the hierarchy of the id1_17_structure4 model, so they exist alongside the original mesh, then simply delete the original mesh object.from the hierarchy You could copy its name first and then assign that to the combined Arena War mesh but I am not sure if that's necessary as its the model object that defines the name.

 

There are no bones in the map objects, so it's not like rigging prop components where they have to be attached to bones. Any mesh content that exists under the main model object, gets considered to be part of that YDR/ODR. Not sure about the embedded textures of the AW building, they might still work if you set them to embedded in the material editor in Gims.

 

One thing I would say here, is that any changes you make have to be echoed in the LOD models and the ybn files... and possibly the NavMesh as well. It can get complicated real quick making map changes, be prepared for fun and frolics.

 

Disclaimer: That's a presumptive guess based on the small amount of map editing I have done in the game.

That did the trick, thanks! 

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