-
-
Notifications
You must be signed in to change notification settings - Fork 26
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
PSKX model is broken upon import #43
Comments
Thanks for the report, I will look into this. What game is this from? |
Texas Chain Saw Massacre (Tech Test Build) |
I managed to fix it on my end, but I'll need to do a bit of testing to make sure the fix isn't going to break anything else. The issue was that my importer was assuming that for a certain wedge format, the point indices were not addressable above 65535. I may have been working with an incorrect specification sheet or simply made a mistake. Changing the point index to be a 32-bit integer fixes the issue. I will run a few tests locally here, but I suspect this should be safe for other export types as well and I can probably publish a hot-fix tonight. |
@6yXJI0 This has been fixed and is available in draft release 5.0.2 (https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.2). Please re-install the addon with this new version and let me know if this solves your issue! |
Yep! Thank you so much! No more completely messed imported models! But it still says: Also! Giving you 2 more pskx models (that have the same error), just in case. |
The problem, I believe, is that there are duplicate faces on the mesh (i.e., a face consisting of the same 3 vertices), and Blender does not allow this for technical reasons (probably having to do with hashing of the faces). A possible solution for this would be to split the PSK into as many different meshes as is needed in order to have all of the faces represented in Blender. I have created a new task to sort this out (#44). |
Johnny_PSKX.zip
The text was updated successfully, but these errors were encountered: