Cannot load .mesh.ascii!

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Meganmi
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Cannot load .mesh.ascii!

Post by Meganmi »

Lately, the models that I convert to .mesh.ascii in 3DS Max just fails to open in XNALara XPS. It gives off an error, specifically: "Cannot load this ascii file"

I'll upload one if you guys can take a look on it, if possible.

mesh.ascii dl
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semory
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Re: Cannot load .mesh.ascii!

Post by semory »

Code: Select all

2 # meshes
26_01-Default_1.0
1 # uv layers
3 # textures
Jax_Y1_Diff.tga
0 # uv layer index

0 # uv layer index
Jax_Y1_Norm.tga
0 # uv layer index
There is a blank line for "filename" in the texture list for both meshes.
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Meganmi
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Re: Cannot load .mesh.ascii!

Post by Meganmi »

semory wrote:

Code: Select all

2 # meshes
26_01-Default_1.0
1 # uv layers
3 # textures
Jax_Y1_Diff.tga
0 # uv layer index

0 # uv layer index
Jax_Y1_Norm.tga
0 # uv layer index
There is a blank line for "filename" in the texture list for both meshes.
So does that mean I missed something while I was mapping the model in 3DS Max?

Sorry if I don't get what you meant, I'm not the sharpest with codes and all. If i'm wrong, can you explain furthur? :|
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semory
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Re: Cannot load .mesh.ascii!

Post by semory »

someone with better knowledge of mario's script should know. RG 26 expects a lightmap.
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Re: Cannot load .mesh.ascii!

Post by Dazzy »

Seems like a texture is missing, there must always be a texture name before "0 # uv layer index"
26_ is Diffuse, Norm Map, Environment map. The space that is empty needs to have a norm map (though thats in place of environment it seems) and then the last spot needs to have an environment map. Although i'm not sure if that's the render group you need.
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semory
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Re: Cannot load .mesh.ascii!

Post by semory »

oh 26 is env map?
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Meganmi
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Re: Cannot load .mesh.ascii!

Post by Meganmi »

Dazzy wrote:Seems like a texture is missing, there must always be a texture name before "0 # uv layer index"
26_ is Diffuse, Norm Map, Environment map. The space that is empty needs to have a norm map (though thats in place of environment it seems) and then the last spot needs to have an environment map. Although i'm not sure if that's the render group you need.
I noticed that MKX models have this "Pmsk" textures. And I didn't apply them, is that what is missing
with the model?

If so, how exactly do i apply them along with diff and normal maps?
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Re: Cannot load .mesh.ascii!

Post by Dazzy »

Yea Steve xD

Pmsk textures are mask textures, that are for use with minibumps. Environment maps are generally for the metallic look or reflection look, which is why I'm not sure if you need the 26 render group.
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Meganmi
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Re: Cannot load .mesh.ascii!

Post by Meganmi »

Dazzy wrote:Yea Steve xD

Pmsk textures are mask textures, that are for use with minibumps. Environment maps are generally for the metallic look or reflection look, which is why I'm not sure if you need the 26 render group.
I suppose the converter I use, will use a preset render group depending on how the mesh is. Though that is how I understand it.

Can I just alter the render group through notepad? Like, changing it from 26 to 4?
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Re: Cannot load .mesh.ascii!

Post by Dazzy »

Yes, but then you have to change the textures, it has to go in order of diffuse, lightmap, bump/norm map, spec map.
So it would be:

Code: Select all

2 # meshes
24_01-Default_1.0
1 # uv layers
4 # textures
Jax_Y1_Diff.tga
0 # uv layer index
Jax_Y1_Light.tga (you would have to make a lightmap, for MKX models it will be in the alpha channel of the diffuse, if this is an MKX model)
0 # uv layer index
Jax_Y1_Norm.tga
0 # uv layer index
Jax_Y1_Spec.tga (also have to make this texture too)
0 # uv layer index 
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