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About KeythSL1488311965

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  1. Sorry for my delay responding, xmas lagged me in it. I have made the error happen again. I recieved the error message at 21h16m on my clock and cropped the information around it, I hope it has what is needed to see the error message. but I must say the error took an awefull lot of time to come this time around almost hours wide, or at least it felt like it. Link : http://www.megaupload.com/?d=EQ9AERQU Since I was told the model was to big I have been trying to lower the poly count on the first model. but as I thought, I am still unaware how to place a texture shift in different LODs, I am already trying to learn it now as I work on it. As of the moment I have gone from. Original Model A: V=14074 F=14264 Work In Progress: V=4970 F=5301 Strangelley I thought the logo to be bigger but it wasn't sorry. but still I have made it much smaller now. and in either way I can simply discard it out quiclly and export the gag without it. this count I did now is still with the logo (perhaps viewable in the back strap on the image). But the choice for the logo was just something to make it pretty nothing more although expendable, As for the textures I had enough space for all faces, though cramped it fitted all well and without great issues and there was no loss of great detail since at very close zooms inworld it still reacts smoothley and no visiable pixels. and in some I did waste a lot of space because I was unable to have them together. but now there will be even more space. I just saw the gag you just made. I really did not wish to give SO much work to all. I will try and make it smaller still but I believe the difference will not be drastic as I already did but I will surelly try. but to test I have been already trying to see if what I have now would be uploadable but until now it seems like it is not, since it gives the same problem.
  2. it did said to check the log file yes though I did not know how. took be a bit but I believe I was able to find the Log file. But the Log is very big and I am not seeing how to attach it in here. so I place it in a link : http://www.megaupload.com/?d=DAWPYW8Z As for the amount of detail. I was just lazy to do LOD levels since I took about a month to learn how to solve a silly issue with the texture placing on a given section of it and just overlooked that this time since I am still unaware how it will react to the unwrapping I have made. I was just happy to be able to try it out and make it real really and then just getting the error message on the uploader, but since it is within bounds I was convinced it should work still before I would have patience to make a level of detail or more for it if needed. if the issue is due to "time outs". But I must add that although that it has a lot of weight (mainley due to the logo, not really the gag) it is very small needing more detail at lower levels. since at 1.5meters is already in low LOD and since it is over the face, ugly quads really stand out like a thorn, due to the difference of scale between them. but I will be making a lower level of detail to maximize it in the meanwhile. As for the rest I can only say I am still unexperienced in time and in work made.
  3. I will try and keep this a short and resumed for sake of readding. 1- I made 3 versions of the same model inside blender. this build is of gag. 2- After a troublesome first attempt to upload. (exactley the same issue that I am reporting now) I uploaded by chance. the Model works fine inworld without any issues. just pehaps a bit heavy for its size. 3- I decided to upload the other 2 versions of the same model. no diferences in the way it was built. again I had issues. the issue: I load the file into the uploader it reads and I place my wished sittings. I have tryed with physics and without physics. both give the same issue(though I thin it is not needed since it is a wearable attachment). it is possible to see the LOD that I chose on the pictures. the gag does not appear on the on the preview window since I gave a scale of 0.15 so it is about 0.20x0.20x0.20 in a roughlley manner. I press calculate fee and it takes about 30minutes to calculate the error it is giving me. "multiple error occured while validating asset. NewAgentInventory_InvalidAsset". I have the same error on the linden viewer and on the new Firestorm. I have tryed to upload in different sims(sandboxes, deserted sims, others too) differnt altitudes and viewers. always the same error. the first gag I was able to upload took me a good deal of chances to upload and the same is being verified on other uploads. I thought I have found a good spot to upload for me but that hope was invalid. one thing seems to work good though in all this comboculment is that if I just select the file to upload and do the calculation without touching any other thing. but that makes the mesh uploader options void, and no control over it. Given stats: verts=13800 materials=5 not rigged external program = blender 2.59 Renders of the blender variations: the one I uploaded is the first and works fine. the second is identical and it is giving me trouble now. and the third I tryed once once or twice but it gives the same issue. Notes and conclusion: what troubles me the most here is that the same file is unable to work and work at the same time as you can see. once I did the upload I almost disregarded this to as issues of bad building from my part but I seriouslley come to think otherwise, and can only see it as problems inside the uploader itself. or somewhere near to it in the process. any help regarding this would be deepley appreciated so I could create content for SL. Thank you for your time.
  4. I never came to export with sketchup but, in blender you can see if what you have done is really correct. by doing a recalculation of normals(making the negative scale go away) and see then where they are directing(you can do a invert calc too), because I kinda assume that when the upload sees the file it recalculates the whole thing. but I am waving really, because the result would be a invisiable file(since you can only see one face of the mesh) I believe and not a parssing error. in world there are alot of blender groups to help you out giving commands and other issues if you would like it too.
  5. well 8 is the limit of textures that you must know, but limits aside. The fact is that I had 2 materials for the same faces which I assumed to be causing conflict. but I do not believe that to be the case for this error. for what I tryed, I do recommend you trying to export the collada directley into your desktop (for example) and then see if the Parssing Issue maintains.
  6. Since all succeessfull fixes that I did and with faill right behind them. I come to see my solutions as hypothesis. But I believe I have a more secure and consistent hypothesis to solve this issue. I have been testing quite alot of viewers and all give me the same error on the file dae files. so after I came to speak inworld about my problems about this, I decided that I tested the mesh uploader as much as I could to my ability and then turned my attention to the exporter once again and I believe there is the solution to it. I have some causes that I will list by order of importance: (1) - location in Hard Drive to which the *.dae file is saved. I created a file with blendes and created a subfolder of each project for the colladas. it seems that the export must be in a folder above the folder with the blends. I believe this to be the solution to this issue, because I have changed my location to export all my files began to work. if I did something else I am not aware of it. (2) - Conflicting Addons. to many risky Addons are in use and interfering with the export process. (3) - to much UVTextures and/or Materials not used. conflict with the vertices I don't believe this has been solved fully. but up until now I believe this made things with a better chance to work. I need to do more complicated models to see if this comes to being with them. I hope this works for more people.
  7. I have done a quite simple mesh out of letters(with volume and some extrusion, all normals are correct). I make the export to a collada file. then in the Viewer 3.1 and when I try to upload I get the message "DAE parssing issue" I do not know what this means or how to fix it. I thought that exporting in blender was faulty and because of that I tryed to use my regular blender 2.59(that I used before) instead of my blender 2.60(stable). the same is valid in both blender export versions. then I tryed setting rotation and scale, but that too was not the issue. the I tryed parting all letters and then export a letters see how it when with the mesh uploader and then add "join" anoher letter to it, one by one and see if I could find a faulty letters that would be messing the set. truth is that I managed to join all letters again(all increments where successfull) and make the uploader to recognise it. but when I tryed to upload the same thing again (just renaming it) to see it was really working. it some how managed to stop recognizing it again :( because of all this hardship I gave my file to a friend to see if she was able to upload it. I really though that there was a problem with the file but she simply upload it and now I have a copy of it in my inventory :S and by her words "I just added a Ambient Occlusion Texture to have some colour and the uploaded it" yes. I forgot to send her the texture file. So by this the BLEND file I have is not faulty nor is my exporter since I have made many successfull DAE files, not to mention in 2.59 which I tested too. I have spoken to resisdents inworld about it and most complain about the uploader not being able to make the calculation and fee to then upload with the new viewer, unlike me that I don't even get so far. *sighs* I have lost already 3 full days just around this single issue. and the only thing that I can conclude is that the mesh uploader is accting by whim or a random (donno). I am using blender 2.60 (stable) and using the new Linden Viewer 3.10(all cache manually removed in all viewers installed). any help regarding this issue would be deepley appreciated.
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