Open Baconator650 opened 3 years ago
Hmm... I fixed this in 2.0.6 by having it use the material warning texture, but that assumes that it exists. Can you check to see if there is a \Textures\default_mat_warning.tif
file? I'm guessing that you converted all the related .dds files to .tif, but this one is outside of the normal Objects
folder.
You are correct that I converted all the textures. Searched the files and didn't find a "default_mat_warning.tif" and check several other extracted databases that I keep on separate drives (3.13 and 3.8) didn't find one either. Would creating one fix the issue?
It should fix it. Although I will also harden the script so that if it can't find the file, it will do something else. Maybe include it in the zip file so that I don't have to worry about it not being available?
Got rid of the last error, but this part is still showing up:
Python: Traceback (most recent call last): File "C:\Users\krazy\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_cryengine_importer__init__.py", line 110, in execute return Cryengine_Importer.import_asset(context, **keywords) File "C:\Users\krazy\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_cryengine_importer\Cryengine_Importer.py", line 520, in import_asset constants.materials.update(materials.create_materials(file, constants.basedir, use_dds, use_tif)) File "C:\Users\krazy\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_cryengine_importer\materials.py", line 76, in create_materials create_glass_material(material_xml, tree_nodes, shaderPrincipledBSDF, file_extension) File "C:\Users\krazy\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_cryengine_importer\materials.py", line 290, in create_glass_material if os.path.isfile(texturefile): UnboundLocalError: local variable 'texturefile' referenced before assignment
location:
Can you pull the zip file addon for the latest push to master and see if that works better? I added better error handling if the texture is missing (including adding a missing texture .png).
I'll need to do some research on how to. Something that I notice is that it isn't consistent; I am getting errors in the buildingset objects, but it isn't consistent. Example: hanger/discount/addon objects work fine, but \human\hightech\alpha\int\airlock does not.
EDIT: tried loading the files individually and Blender's collada importer won't do it. Are you using a different collada plugin other then the stock one for blender?
Got it to work oddly, by starting the Blender via powershell.
Getting this error when trying import some SC assets (some work correctly)
Python: Traceback (most recent call last): File "C:\Users\krazy\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_cryengine_importer__init__.py", line 110, in execute return Cryengine_Importer.import_asset(context, **keywords) File "C:\Users\krazy\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_cryengine_importer\Cryengine_Importer.py", line 520, in import_asset constants.materials.update(materials.create_materials(file, constants.basedir, use_dds, use_tif)) File "C:\Users\krazy\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_cryengine_importer\materials.py", line 48, in create_materials create_illum_shader_material(material_xml, material, file_extension) File "C:\Users\krazy\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_cryengine_importer\materials.py", line 184, in create_illum_shader_material texture_node = create_image_texture_node(tree_nodes, texture, file_extension) File "C:\Users\krazy\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\io_cryengine_importer\materials.py", line 253, in create_image_texture_node texture_image = bpy.data.images.load(constants.basedir + "\textures\default_mat_warning" + file_extension) RuntimeError: Error: Cannot read 'D:\Star Citizen Master Texture\textures\default_mat_warning.tif': No such file or directory
location::-1
Solution Request: Have a brute force option that creates a blank material with the name of the proper material to be recreated manually by the user.