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[OB] Troubleshooting Blender v2.49b export errors


KWITS
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Good Day,

I use Blender v2.49b for all modelling and texturing in support of TESIV Oblivion. I am developing a new plug-in called, "Word and Void" or WaV. When modifying a vanilla model in Blender by changing some of its texturing attributes by building a new UV Image, I am running into a consistent error when attempting to export the modified image back to NIF format. Here is the error:

Blender NIF Scripts 2.5.7 (running on Blender 249, PyFFI 2.1.10)

Traceback (most recent call last):

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\bpymodules

nif_common.py", line 1229, in gui_button_event

self.gui_exit()

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\bpymodules

nif_common.py", line 1589, in gui_exit

self.callback(**self.config)

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\export\exp

rt_nif.py", line 4547, in config_callback

exporter = NifExport(**config)

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\export\exp

rt_nif.py", line 407, in __init__

root_block, root_object.getName())

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\export\exp

rt_nif.py", line 1162, in export_node

self.export_children(ob, node)

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\export\exp

rt_nif.py", line 3125, in export_children

parent_block, ob_child.getName())

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\export\exp

rt_nif.py", line 1088, in export_node

self.export_tri_shapes(ob, space, parent_block, node_name)

File "C:\Blender\X-Blender_2.49b_rev8\Bin\Blender\.blender\scripts\export\exp

rt_nif.py", line 2115, in export_tri_shapes

mesh.activeUVLayer = uvlayer

ValueError: layer name does not exist

Any ideas on this topic would be greatly appreciated!

Cheers,

KWITS

Developer for the Word and Void project, a fully OBSE v0020 compliant original plug-in for Oblivion.

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If you replace a UV map with another one, you need to change the texture associated with the material. You should have a texture of type Image. Press F6 and in the Image panel, change the path and filename to point to your texture. This is just a guess as to what the issue is based on the last error message. Let me know if that worked.

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Thanks Vince for your help but I have already done this. I have two different textures selected and when I try to export I am under edit mode with a texture selected under UVImage. I am still receiving the layer name error.

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AFAIK you can only associate one material with one mesh and (best I remember) one texture with one mesh. If you specify a .dds file and you have a similarly named normal map file ("..._n.dds") in the same folder, it will be used by the .nif. You said you were using .tga files. Are you modding Oblivion or Morrowind?

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Thanks for the tip but even under object mode, I am receiving the same errors. I have run into this error before and just gave up but this time, I want to be more stubborn than the problem. I am a firm believer of cause and effect.

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If you want to be stubborn about it, do the following:

1) Import some mesh from a .nif file. Don't change anything, but verify that you can export it.

2) 'Same as 1) except, change the texture. Just the texture, without re-UV mapping it.

3) 'Same as 2) except re-UV map it.

4) And so forth.

That is, start with something you are confident will work. Then, step by step move toward the current issue until you find a problem.

Good luck!

Edited by Vince
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I finally resolved my layer name issue. Since I was using 2 texture images under UV, I needed to specify a unique name for each under Texture and configure the Map To options correctly. The layer name error was misleading.

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