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Exception error ? (.blend file included + dts log)

by Fleeky · in Artist Corner · 07/20/2006 (3:37 pm) · 8 replies

Well i dont know what to do ive tried reappending the object into a new file, joining meshes, splitting them, deleting this adding that. im not sure what the problem is?

oh and ive tried this with blender 2.41 and i get the same result? ive also tried renaming the collision empty from Collision to Col0 neither work ?

fleekyflux.com/3d/nadelauncheruv2.blend

Torque Exporter 0.91
Using blender, version 242
Using unaccelerated math code, performance may be suboptimal
**************************
Loaded Preferences.
Processing Scene...
Cleaning Preference Keys
Exporting...
Writing shape to 'C:\oldfleeky\Blender Foundation\Blender1\.blender\nadelauncheruv.dts'.
Processing...
Error: Exception encountered, bailing out.
exceptions.Exception

#1
07/20/2006 (3:49 pm)
You can get more information about why the exception is being thrown by finding your installed Dts_Blender.py script and on line 58 or so, change:
Debug = False
to
Debug = True

Then, restarting blender after you've saved the modified Dts_Blender.py file and running the export again will give you a stack trace that can help you or others determine where the problem is.
#2
07/20/2006 (9:43 pm)
This didnt seem to work , where do i find the "stack trace"?

im doing something wrong just not sure what..
#3
07/21/2006 (9:18 am)
The stack trace should show up where you saw the output you included in your original post. It'd be towards the bottom, probably replacing these last two lines:
Error: Exception encountered, bailing out.
exceptions.Exception

Under linux, I normally start blender at the command line and the output just shows up in my terminal window. The few times I've started blender under windoze, a command window pops up and I'd expect the output to be there.

Note, this might have changed under 2.42, but I'm not sure. I just remember discussion on the blender committers mailing list about things related to this. If you're not finding it under 2.42, you might want to try 2.41. Also, there's a problem right now with exporting animations under 2.42 anyway (it doesn't crash, but the animations exported don't do any animating).
#4
07/21/2006 (6:26 pm)
Thanks it worked for 2.41 here is the output



Using Python version 2.4
Dumping output to console
Torque Exporter 0.91
Using blender, version 241
Using unaccelerated math code, performance may be suboptimal
**************************
Processing Scene...
Cleaning Preference Keys
Exporting...
Exporting...
Writing shape to 'C:\oldfleeky\Blender Foundation\Blender1\.blender\nadelaunche
ruv.dts'.
Processing...
Error: Exception encountered, bailing out.
exceptions.Exception
Dumping output to console
Traceback (most recent call last):
File "C:\Program Files (x86)\Blender Foundation\blender1\.blender\scripts\Comm
on_Gui.py", line 911, in button_event
c.onAction(evt, curMousePos, -1)
File "C:\Program Files (x86)\Blender Foundation\blender1\.blender\scripts\Comm
on_Gui.py", line 348, in onAction
control.onAction(evt, newpos, value)
File "C:\Program Files (x86)\Blender Foundation\blender1\.blender\scripts\Comm
on_Gui.py", line 133, in onAction
if self.callback: self.callback(self)
File "", line 1005, in guiBaseCallback
File "", line 805, in export
File "", line 472, in process
File "", line 612, in process
File "C:\Program Files (x86)\Blender Foundation\blender1\.blender\scripts\DtsS
hape_Blender.py", line 277, in addDetailLevel
tmsh = BlenderMesh(self, mesh_data, 0 , 1.0, mat, self.preferences['StripMes
hes'])
File "C:\Program Files (x86)\Blender Foundation\blender1\.blender\scripts\DtsM
esh_Blender.py", line 69, in __init__
matIndex = shape.materials.findMaterial(msh.materials[face.mat].getName())
IndexError: list index out of range
#5
07/21/2006 (6:51 pm)
Hmm, that's something I haven't seen before.

For some reason the material index is out of range. Without knowing more about what you are trying to export, I'd say it looks like you have too many materials or some strange naming convention to your materials that are causing the exporter to not find them.

The only other thing I can think of off hand is some strange faces in your mesh, or pehaps a very large number of faces. The DTS format has limits to how many materials, faces, etc. can be used and the exporter tries to keep things within those limits.
#6
07/21/2006 (9:07 pm)
Http://fleekyflux.com/3d/nadelauncheruv2.blend

i really dont think there is anythign out of the ordinary with it ? the objects had a strange naming convention but i converted it to all lower case letters that usually works fine?

and i dont know the material is all lower case as well..
#7
07/21/2006 (9:18 pm)
Thanks for the help i finally tracked down the problem , after importing i had joined two meshes with different materials and then deleted the reference to one material but maybe not both i guess,, well anyway somehow this messed up the faces on the mesh that was joined so i deleted those faces and re did them and it works now.

thanks so much for your help !
#8
07/22/2006 (9:40 am)
You're welcome. Glad you're up an running!