Whats The Most Common Cause Of "mismatch mesh error"? -1 reply

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dEjavU'

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7th June 2008

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#1 9 years ago

I know it's been a while since the last time I ported something but this is kind of ridiculous. I'm trying to port this ship from BC but when all is set and done, I keep getting this error everytime I try to export it. Can anyone offer some helpfull tips. untitled-14.jpg




SciFiFan

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19th February 2009

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#2 9 years ago

You need to make certain you mesh nodes are spelled the same as your groups.

For example: Lets say you have three groups. Hull Engines Parts

Then your mesh nodes need to be: m_Hull m_Engines m_Parts

If the nodes are misspelled (including caps) it will give you that error. They need to be exactly the same.

By the way, what ship is that?




dEjavU'

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#3 9 years ago

Really 'preciate that SciFiFan however that's exactly what I was checking and double checking all this time. I got to the point where I ended up deleting all the mesh nodes and started reasigning them all over again and there's like thirty mesh groups in there and I still get that error. :bawl: Oh and that ship's the Thunderbolt class(TOS Thunderbolt Class 1.0 Download, Bridge Commander Ships).




SciFiFan

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#4 9 years ago
dEjavU';5244993I got to the point where I ended up deleting all the mesh nodes and started reasigning them all over again and there's like thirty mesh groups in there and I still get that error. :bawl:

Ouch, that is a lot of mesh nodes to work on. I would see if there was any way to combine any of the mesh groups to cut that down.




dEjavU'

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#5 9 years ago

I would ask how I would do that but wouldn't that entail me also remapping the textures to the new combined group? Question, I noticed that when I imported the NIF file the milkshape generates this notepad text.... untitled-15.jpg ...is this important to have around? I deleted it that's why, and I'd hate this to be the one that's causing the error but does anyone know if this text is necessary for the exporting process to function right, I really don't remember if I hanged on to this or not before that's why?




dEjavU'

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#6 9 years ago

I'm gueesing this error maybe isolated to the Thunderbolt class only cause I succesfully did a port of Andural's Constitution class in a matter of minutes doing the same exact thing I did for the Thunderbolt class :vikki: also ported this while I was at it, what do you guys think of this style for the TOS era fella's....

bLaH.jpg

..not exactly canon I know and I certainly don't want to bash on the original concept but I'm seeing very little progression of design between the ENT era and the TOS era so I'm thinking of bridging those two era's closer together making a collection and planning on releasing them as a pack(granted I get permission of course).




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#7 9 years ago

You may just have too many nodes. How many textures does she have?




dinosaurJR

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#8 9 years ago

If two groups share the same texture, re grouping them together doesnt alter the mapping co ordinates. The ideal In MS3D is to have the bare minimum of groups - it makes HP adding much less of a chore...




dEjavU'

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#9 9 years ago
starfox1701;5245127You may just have too many nodes. How many textures does she have?[/QUOTE] Came with four textures and there are aproxamately 25 mesh groups(nodes) [QUOTE=dinosaurJR;5245143]If two groups share the same texture, re grouping them together doesnt alter the mapping co ordinates. The ideal In MS3D is to have the bare minimum of groups - it makes HP adding much less of a chore...

Can you(or anyone else)then please tell me the proper way to combine mesh groups?




SciFiFan

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#10 9 years ago
dEjavU';5245164 Can you(or anyone else)then please tell me the proper way to combine mesh groups?

Go to the "groups" tab on milkshape.

When you look at your textured groups, the texture name will be next to the group name in parenthesis. EX: Group1(mesh1) Select ALL the groups with the same texture name. EX: Group1(mesh1) Group3(mesh1) Group13(mesh)

Once you have all the groups selected that has the same texture name, simply click the "regroup" button.

When you are done, you will have only four mesh groups and will need to have only four nodes.




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