AlwarrenSidh / ArmAToolbox

Arma Toolbox for Blender
GNU General Public License v3.0
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P3D Export > No data being exported #48

Closed H4korg closed 4 months ago

H4korg commented 4 months ago

When using P3D export it does not load my asset in to Object Builder. It shows a load error. Checking the P3D file it has no data. I am using Blender 4.0 and have the most up to date release of the toolbox.

image image image

AlwarrenSidh commented 4 months ago

Was there an error during export? Since Blender's error reporting is a bit... flakey, try checking the system console

H4korg commented 4 months ago

Was there an error during export? Since Blender's error reporting is a bit... flakey, try checking the system console

No errors showing in there just null.

image

If I choose just export the selected only, it throws an internal handling error:

image

AlwarrenSidh commented 4 months ago

I can't say what is going on. If possible, send me the file and I'll have a look.

H4korg commented 4 months ago

I can't say what is going on. If possible, send me the file and I'll have a look.

https://www.dropbox.com/scl/fi/xc46fkkwimqs0js2k06is/weighted.blend?rlkey=p8xgi31ie64n48lxzmfvwm6ol&dl=0

AlwarrenSidh commented 4 months ago

None of your objects is marked as an Arma 3 object. You need to mark objects that are to be exported as such (see image) image

barman75 commented 4 months ago

I observed this issue Unable to load file. Load error when working with files in the Git folder. This sometimes happens when export to p3d was failed due to ANY export error, like n-gones, structure problem, etc. Probably because the file p3d is created but not completed. In this case - missing object properties. Solution: look up the blender logs for the error and fix that error first, save the file, close Blender, reopen and re-export. And Make sure to clean the temporary meshes first (at the bottom of the meshes list)

AlwarrenSidh commented 4 months ago

Yeah, but in this case it was simply because none of the objects was marked for export. In General, I recommend putting a triangulate modifier on everything, I am actually considering to offer an option to do that automatically.

barman75 commented 4 months ago

In General, I recommend putting a triangulate modifier on everything, I am actually considering to offer an option to do that automatically.

Unfortunately, sometimes it is not a good in a and texturing and testing stage, due the shading issues. Quads shades better. So, if you consider to make this feature, please make it optional. Thanks! And I really appreciate your work! This instrument is a true painkiller!

barman75 commented 4 months ago

Oh, I forgot to menton, that auto triangulation is also sometimes works not as expected, especially on overlapped polygons. Without control, triangulation can create artifacts on non-flat overlapped surfaces. For example. зображення and for a reference зображення

AlwarrenSidh commented 4 months ago

to offer an option to do that

As I said, "offer an option"

As for the second part, overlapping UV islands in Substance Painter may generally be an issue when baking. It is recommended to move all of the overlapping parts outside of the 0..1 range, i.e. grab the parts and move them up by 1.0 along the x or y axis. Things outside of that range are not baked by Substance.