Comments (4)
Hi,
Yeah, this one is different from the duplicate UV issue. You get this error when the mesh is not UV unwrapped properly, and the UV space coordinates form a straight line instead of a triangle.
This can happen after exporting a vanilla mesh if the original mesh was not unwrapped properly, or when importing a new one.
LaughingLeader's Blender helper addon ( https://github.com/LaughingLeader/laughingleader_blender_helpers ) has a feature that can highlight these vertices or you can Ctrl+Alt+Shift+W to highlight non-manifold geometry which might also help.
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Thanks very much for the response. I'm wondering why this is a thing, but it's looking like it must be something up with the Blender export script, I presume. Which is weird because I'm sure it was the same one I was using in DOS2 which was fine, though there may have been something like a Python upgrade in the interim. That would explain the bright green, I suppose, which presumably means "no valid UV map found".
I tried an experiment where I deleted the UV and hastily created a new one but the same thing still happened, so there's something up with the workflow somewhere. But as I've seen other people's pictures where meshes are being textured properly, it's presumably at my end.
Anyway, you have given me a thingy to try out so I shall do so (and probably should have had already done so before replying) to see what happens. That escape-meta-alt-control-shift thing, though... D:
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Awesome, that worked. Turns out there are indeed some compressed triangles in the original mesh and that's what it was complaining about.
I'm not 100% sure what was causing my "bright green instead of texture" problem; might be that I'd deleted the vertex colours (!) or might be that 2.79's export script works better than 2.78's. But as LaughingLeader's scripts suggest 2.79 that's what I'll use.
I did have a wonky mesh as others have mentioned when I did the "conform to original GR2" option. Not sure of the exact cause, whether it was that or it auto-checking the "DOS2 Cloth" box, but it's easy enough to transfer the weights from a donor model in Blender so I'll just do that and not conform.
I guess I could close this now but figured I'd leave it just in case anyone else wants/needs to comment. Looks like it wasn't an issue with your conversion tools, though: partly user error, partly original UV being unexpectedly messed up and of course I chose that mesh to experiment on!
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As it's been a week and this is definitely resolved I think it's only fair to close this now. So, er, I shall close this now.
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