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How to make windows in round tower

First of I exported in .DAE but the event log says it has no error (and thus no error number), it just comes up with a .net outofmemory error when mass material editing to get the materials to convert to po2 and dds. Once that error pops-up I can click, close and continue (JIT-error) and when I then export it gives a 0 bytes .mdl file.
 
First of I exported in .DAE but the event log says it has no error (and thus no error number), it just comes up with a .net outofmemory error when mass material editing to get the materials to convert to po2 and dds. Once that error pops-up I can click, close and continue (JIT-error) and when I then export it gives a 0 bytes .mdl file.

I'm not quite sure what the "po2" file format is; possibly you were referring to *.PNG format (for use with Sketchup as an alternative to *.JPG) ?

IIUC, the phrase "mass material editing" tells us that you are using MCX version 1.3 ?


BTW: It's quite common for the first run through this process to be somewhat challenging ! :)

GaryGB
 
I'm not quite sure what the "po2" file format is; possibly you were referring to *.PNG format (for use with Sketchup as an alternative to *.JPG) ?

IIUC, the phrase "mass material editing" tells us that you are using MCX version 1.3 ?


BTW: It's quite common for the first run through this process to be somewhat challenging ! :)

GaryGB

I meant "Power Of 2", So to say MCX makes the textures square automatically and then converts them to .DDS.
All the textures used in Sketchup are .PNG and .JPG (I used both formats).
And yes I'm using the MCX version 1.3.
I ran it a couple of times but I keep on getting the same error, I'll see if I can copy the text of that error and post it here.
 
Maybe I'm way off, but I'll ask it anyway :)
Did you try to minimize the drawcalls? It helped me once when I had a lot of different textures applied to the model.
Since I have no experience with the combined textures I don't know if it will work.
 
Maybe I'm way off, but I'll ask it anyway :)
Did you try to minimize the drawcalls? It helped me once when I had a lot of different textures applied to the model.
Since I have no experience with the combined textures I don't know if it will work.

No I did not. How can I do that?
 
Next to the "mass texture editor" icon is an icon which is named "minimize drawcalls"
This will combine some of the textures.

EDIT:
I attached a print screen of the minimize drawcall screen, just in case.

I selected all of the boxes and started to minimize the drawcalls. After that's been done, convert the textures to DDS.
 

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Next to the "mass texture editor" icon is an icon which is named "minimize drawcalls"
This will combine some of the textures.

EDIT:
I attached a print screen of the minimize drawcall screen, just in case.

I selected all of the boxes and started to minimize the drawcalls. After that's been done, convert the textures to DDS.

Tried it but it doesn't seem to work. Thanks for the advice though!
 

Tried the development version, witch seemed to work right up untill I wanted to make a library. Then I got a error saying the .mdl wasn't functional. I then checked and the .mdl became to be 0 bytes.

However I did find another clue perhaps. Two textures seem to cause the trouble. Both of them are 1X1 pixels big and are just gray. I can't remember using it anywhere in my sketchup model, though they where transfered into the textures folder when exporting to .dae .
With that nolage I deselected those textures in mcx so they wouldn't be converted to .dds (after all I didn't know where in the model they would be), no luck with that so far either aswell. But perhaps someone could tell me if it would matter if I deleted to textures or if I could check if it would make a difference.

EDIT: when deleting those two .PNG files all textures where converted to .DDS succesfully, but the error still appears. When converting to .MDL I still get 0 bytes. Any more suggestions?
 
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However I did find another clue perhaps. Two textures seem to cause the trouble. Both of them are 1X1 pixels big and are just gray. I can't remember using it anywhere in my sketchup model, though they where transfered into the textures folder when exporting to .dae .

I've never used textures that small; I wonder if there is a "division error" occurring in MCX due to code expecting / requiring "Powers of 2" texture sizes larger than 1 x 1 pixel ? :scratchch

I've personally never seen smaller than 64 x 64 pixel dimensions used in FSX default scenery texture files, but Arno and others here may know if such a pixel dimension minimum size requirement actually exists for FSX itself.

Arno does, however give examples of Powers of 2 texture sizes which include "1-pixel" in Section 6.2.1. "Design the texture sheet" on Page 31 of 75 in his excellent tutorial here:

http://www.fsdeveloper.com/downloads/BuildYourHouseForFSUsingSketchup.pdf


Perhaps this info might merit consideration: :idea:

http://www.fsdeveloper.com/forum/threads/modelconverterx-dae-export-problem.34060/

http://www.fsdeveloper.com/forum/threads/1024xnot_1024.427763/

http://www.fsdeveloper.com/forum/threads/applying-textures-from-a-texture-sheet.426623/


A particularly notable treatise on the whys and wherefores of utilizing Powers of 2 texture sizes relative to 3D accelerated rendering performance in games / simulators: :teacher:

http://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php


Hope this helps ! :)

GaryGB
 
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I had this problem. im lookig into my notes for the solution.
Run MCX as administrator to see if that might be it.

Not 100% sure but this might be it. In material properties, remove the call for the texture.
mateditor.png
 
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