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MCX export error fix

lazarus

Charter Member
Export fail. Main string ARGS error.:banghead: Found one solution for that. Some stuff errors out on that code, very annoying.
I was trying to get the Alpha A90 ekranoplan :banghead:converted, kept getting that error code.
I traced it back to texture names with non letter characters in the the name. In particular, MCX does not like ampersand (&) in the texture titles.
Doesn't seem to bother dynamic VC panel tex's, though.
If you are getting that error on export, rename any textures with & @ # $ % + or what ever.
Won't help with the 68K vertice error, though.
 
Ran into this one recently, too. Removing illegal characters from the aircraft.cfg did the trick.
 
I though I saw some shifty looking characters loitering around the cfg, but I simply assumed it was the thought police again :biggrin-new:
Good to know the cfg can do it too, thanks Bjoren. MCX doesn't actually glitch often, it's nice to finally kill that one off. If I can get that thing around the vertice limit error, It'd be aces.
 
The only way to fix the vertex limit error when modeling in GMax, etc...is to clone the material, alter, say, specular power by 1 and apply the material to some of the problematic parts.

When only working with MCX, this needs to be done by editing some lines in the model's .x file. I think renaming the material of some of the problematic parts (e.g. "Material VC_1_C0" -> "Material VC_1_C01") and then altering the specular power value (third line in the "FS10Material{}" section and a single value).
Finding the parts in the .x file, however is quite a bit of a challenge. Assuming that MCX states the material causing the error, you can simply CTRL+F your way through the several thousand lines of text, but if not, you'll better have a calculator ready (the first number below "MeshTextureCoords" states the number of texture vertices for a given part, I think).
 
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