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Blender 2.49b Export Help


kwoodard65

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Good Day,

 

Is there an effective solution to using animated blender files from later versions of Blender 2.49b export to NIF? I am receiving the following Python script error when exported a later version of Blender under the legacy v2.49b version. I have already checked the vertex groups for weight discrepancies and have accomplished a weight squash but all to no avail. Is there a way to increase the value max?

 

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\pyffi\object_models\common.py", line 180, in set_value

raise ValueError('value out of range (%i)' % val)

ValueError: value out of range (169976)

 

 

 

Cheers,

KWITS

Developer of the TESIV Oblivion Mod: "Word and Void"

https://www.youtube.com/watch?v=XYTjjK7f3tA

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  • 2 weeks later...

Replied to your sf.net email, only noticed this post here. You clearly came from a linux background with that directory structure.

 

  • What do you mean by Max Value.
  • Can you post the full error log from the console.
  • I think there are back compatibility issues with the animation system porting back to Blender 2.49 which makes it impossible to use.
  • You could try exporting it to another format and importing into blender 2.49b that way/

Edited by neomonkeus
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I downloaded a later version blender file and tried to use it under Blender v2.49b. I believe the problem centers on the fact that 2.49b had a maximum value for vertices compared to later versions.
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I downloaded a later version blender file and tried to use it under Blender v2.49b. I believe the problem centers on the fact that 2.49b had a maximum value for vertices compared to later versions.

 

Still don't know what you are on about.....vertices have no "maximum value". If you mean the number of vertices per mesh, then it is stored in a uint16 which allows for 65,535 vertices per mesh. This is a nif imposed limit, nothing to do with Blender.

Edited by neomonkeus
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Here's some tips on how to get past the excessive mesh vertices problem, if that is the case:

 

1. Sometimes imported meshes are imported as triStrips, and those strips need to be put back together. What you'll need to do is run the mesh through Remove Doubles (ctrl+v) to get all the vertices back in order.

 

2. Get rid of vertex loops that don't add much to the mesh, or where they are in places that aren't expected to morph. Normal maps will well take care of most of the fine bump detail; remove the loops and faces associated with them as well. If you think the mesh is too high-poly, recreate it using the topology tool - Just select the proper edge, or vertex, then click where you think you can extrude that edge or vertex, and it will do its best to wrap around the object behind it. Don't apply the Subsurf modifier unless the original mesh is very, very low poly, and even then it would be better to keep the subdivision to one level when you do.

 

3. Break it up. Certain modders and users actually like it when you do this, because then they can customize or use those parts for themselves or with another mod (with your permission). Select the parts you think you can break up using the L key, and hit P to make them a separate object.

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