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cRsmModel : Could not locate root mesh (BrowEdit Error)


The Architect

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Hi guys !

 

Still have a new problem... I tried to solve it by myself but there are very few topics (I only found 2 topics on Google!) and the "solution" a guy gave in one of these topics has failed... (It was to select all vertices from "Editable Mesh" for each object of the 3DS model in Max and "Break")

 

So, to sum up my problem :

1) I have imported a sketchup model in 3DS Max (2013 version x64). This is a simple model (vertices count << 65k vertices)

2) Then I have splitted the model in several objects (plans, boxes)

3) I have applied my custom textures (256x256 or 512x512 24bits .bmp)

3) After that, I have checked and solved every problem about UV mapping

4) Finally, I exported the model to .3DS format file   // Seems to be ok up to this point... I said "SEEMS"... maybe I'm wrong.

5) Problems begin here :

  • When I use the 3ds to rsm conversion tool in BrowEdit, I select my 3DS model file and, after naming the destination file, when I press the OK button, I've noticed that the console lines are not what I could expect.
    1. I only have this line : "Loaded 3ds model, writing rsm"
    2. I don't have a kind of "Done" line
  • Then, when I load my .rsm file generated with BrowEdit "RSM editor" :
  1. I have this console line : "Loaded 3ds model, writing rsmError: [Time] cRsmModel: Could not locate root mesh"
  2. The model textures have a one letter name (e.g. A.bmp, S.bmp, etc.) and only the first one will be applied on the model
  3. Affecting texture to other "texture slots" has no effect
  4. The texture applied ignore the UV mapping created in 3DS Max...

Sure, that is due to the fact there is a problem with the mesh as written in the BrowEdit error message...

Here comes a new challenge !

Any suggestion ? Thanks !

Edited by The Architect
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Browedit fails to write rsm when you try to convert a model with a high presence of vertices.

 

65k is way to much, no matter how much you try to make pieces. Maybe you can just remove the parts of the models where it has more curves.

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 This is a simple model (vertices count << 65k vertices)

 

As I said in the first post, the number of vertices is very small compared to the max allowed by the conversion tool (65k). My model has only ~1.600 vertices and there is no curve. I'll post my 3DS model this evening. 

 

[EDIT1] After check my model has only 509 vertices and 429 faces.

 

[EDIT2] I have joined my .max and .3ds files

Arena.rar

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So... I've installed the R586 BrowEdit to solve another problem I had, and tried it to solve this problem :

  1. I still don't have a message to advert me that the conversion is done.
  2. I don't have the error message about the mesh root.
  3. I still can't apply every texture at its location on the model (only the first is applied to the whole model).
  4. And when I try to add the new model to the map, it is invisible...

 

Give me a rope, a stool and gallows please... -____-

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The problem about the a texture of only 1 letter at the 3DS, happens only with 3ds Max 2013.

 

You can, export your model from 3ds Max 2013 to 3ds, then, import it to Max 7, 8, or 9, either one.  If it shows a warning, skip it.

 

After that try again, and the textures will no longer appear as a 1 letter, and they will be correct.

 

About the model being invisible, maybe it is cause the textures issue I already told you how to handle. But, in case even it doesnt appears by the correct textures ... then, I'm sure it has a enormous size that is even, the model is out of your the sight of your camera. In that case, resize it kinda 75% of the size of the default grid of 3ds Max.

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