Hello Oleg and community,
I have a vertex error and just can't find the error.
Is there any way to find this error with the help of Z-Mod?
Vertex error - but I do not know where
Moderator: Oleg
Vertex error - but I do not know where
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: Vertex error - but I do not know where
what kind of vertex error? do you get an error message in game or geometry is destroyed in game?
Re: Vertex error - but I do not know where
I get this error message in the game:
Could this be due to the headlights.
Somehow they shimmer so strangely.
Code: Select all
01:57:05.339 : <ERROR> [dx11] Unable to map attribute (v.tex_coord_2)
01:57:05.339 : <ERROR> [dx11] Failed to create vertex input layout!
01:57:05.339 : <ERROR> [dx11] Unable to map attribute (v.tex_coord_2)
01:57:05.339 : <ERROR> [dx11] Failed to create vertex input layout!
01:57:05.339 : <ERROR> [dx11] Unable to map attribute (v.tex_coord_1)
01:57:05.339 : <ERROR> [dx11] Failed to create vertex input layout!
Somehow they shimmer so strangely.
Greetings
Harald
My System: PC Windows 11
Harald
My System: PC Windows 11
Re: Vertex error - but I do not know where
if I'm not mistaken, "v.tex_coord_1" is UV#2 and "v.tex_coord_2" is UV#3. So, geometry on some material(s) got exported with no UV#2 channel and (on other materials?) with no UV#3 channel.
The UV#3 is usually fixed by changing "DETAIL2" texture channel's input to "Manual UV Mapping #3" before export.
The best way to find the cause is to locate a problematic material -> problematic geometry object first. You can do this by deleting material(s) and deleting objects/polygons that get dropt to "Default Material". Once you locate the cause of the problem (material and object) it will be easier to solve the issue (depending on material's shader, generated .mat file and associated object's "vertices format" options set).
The UV#3 is usually fixed by changing "DETAIL2" texture channel's input to "Manual UV Mapping #3" before export.
The best way to find the cause is to locate a problematic material -> problematic geometry object first. You can do this by deleting material(s) and deleting objects/polygons that get dropt to "Default Material". Once you locate the cause of the problem (material and object) it will be easier to solve the issue (depending on material's shader, generated .mat file and associated object's "vertices format" options set).