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 Official Thread for track port section

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ALPHAMARIOX

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 5:33 pm

Yes, we do. But ask Teknik then. Razz
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earithramir



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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 6:23 pm

I now have a very low poly count on the imported map but i cant import it because i get invalid.argumentException: invalid Argument.

this is when i import the obj with mtl file, when i import without the mtl file it does what its support to do !
Any idea how to fix this?
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ALPHAMARIOX

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 6:27 pm

I don't though, sorry for the inconvience.
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 6:33 pm

May i ask what OS u are using, im using windows 7 x64 Pro , maybe thats wat causing the errors. importing w/o mtl file goes fine but when im saving the track in SZS modifier it cauases the application to go in a endless loop and stops it from saving Sad
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ALPHAMARIOX

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 6:34 pm

I either use XP/ Vista /7 32bit
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earithramir



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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 6:41 pm

ill check with an other computer using 32bit software maybe its that what is causing the problems.

By the way u can reduce a lot of polygons in blender by editing detail information per element a lot of details arent visible on the wii (its nog Hi-def) and a lot of polygons are useless this way!
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ALPHAMARIOX

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 6:43 pm

That's nice to know Smile
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 7:09 pm

well going to bed, too bad i did get to finish at least one track Sad
Oh well always a new day tomorrow.
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 7:11 pm

ok, Good night man, Wink
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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 7:32 pm

OK, open up the obj file with notepad. If you already made all .'s to ,'s, good. If not; do so. If you did/after you do, make sure you change back the {objfilename},mtl (find it (usually near top)) and change it to {objfilename}.mtl.

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PostSubject: Re: Official Thread for track port section   Fri Aug 20, 2010 8:10 pm

I have to say ok. Razz
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PostSubject: Re: Official Thread for track port section   Sat Aug 21, 2010 3:18 am

gcn is easyyyyyyyyy!The problem is that the model is to complex.Buz if we delete to many then the model looks bad.GCN RR from mkdasher is not so complex.

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PostSubject: Re: Official Thread for track port section   Sat Aug 21, 2010 6:05 am

Johnny wrote:
OK, open up the obj file with notepad. If you already made all .'s to ,'s, good. If not; do so. If you did/after you do, make sure you change back the {objfilename},mtl (find it (usually near top)) and change it to {objfilename}.mtl.

This is exactly what i did, i replaced all "." with "," except in the file names, there are .tga
this made the import what it is now.
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PostSubject: Re: Official Thread for track port section   Sat Aug 21, 2010 6:59 am

earithramir wrote:
Johnny wrote:
OK, open up the obj file with notepad. If you already made all .'s to ,'s, good. If not; do so. If you did/after you do, make sure you change back the {objfilename},mtl (find it (usually near top)) and change it to {objfilename}.mtl.

This is exactly what i did, i replaced all "." with "," except in the file names, there are .tga
this made the import what it is now.

what you did? .tga? i make it so: i delete the .mtl and the {objfilename}.mtl in the .obj.

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PostSubject: Re: Official Thread for track port section   Sat Aug 21, 2010 9:33 pm

OK, I told you how to reduce complexity on a model. There are many parts to a course when you import to 3DS Max, yes? Well, just take some of those parts, export, then import to SZS Mod. Then select more parts, export, import to SZS Mod. Keep repeating.

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PostSubject: Re: Official Thread for track port section   Mon Aug 23, 2010 11:03 am

Apparently. If some models don't work, you're screwed. Razz
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PostSubject: Re: Official Thread for track port section   Sun Sep 12, 2010 4:54 pm

OK Pati, you've ported lots of tracks..... Did you manually de-complex it or were did the model fit in the polygons?

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PostSubject: Re: Official Thread for track port section   Mon Sep 13, 2010 8:03 am

yeah some models are very complex such as Bowsers Castle.In Baby Park i de complexed it.I deleted all what i dont need.In Waluigi Pinball i also have to delete many until i can import it in SZS Modi. . But i cant delete so many cuz then the track looks bad.

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PostSubject: Re: Official Thread for track port section   Mon Sep 13, 2010 9:35 am

HOT UPDATE
WALUIGI PINBALL IS IN SZS MODIFIER

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PostSubject: Re: Official Thread for track port section   Thu Sep 16, 2010 7:19 pm

Awesome Very Happy
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PostSubject: Re: Official Thread for track port section   Thu Sep 16, 2010 9:02 pm

k Razz

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PostSubject: Re: Official Thread for track port section   Fri Sep 17, 2010 8:05 am

I can drive on it.It need some fixes.

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PostSubject: Re: Official Thread for track port section   Fri Sep 17, 2010 10:29 pm

Hmmm... how many parts you had to delete?

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PostSubject: Re: Official Thread for track port section   Sat Sep 18, 2010 2:46 am

the road is full there also the big sign.I will make a video soon.I have to fix some glitches and Yoshiller2 will make the .kmp's.

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PostSubject: Re: Official Thread for track port section   Sat Sep 18, 2010 8:11 am

Oh OK. I'm gonna wait for the Course Creator before I port courses.

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