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Problem with Bconstructor

Posted: Sat May 01, 2010 2:40 pm
by Surma
I have tried to use a program called BConstructor. It is supposed to convert .msh to Milkshape3d ASCII files and vice versa, but when i try to import a .msh that has been converted to ASCII i receive ab error, simply stating that "an error occurred while importing". How can i solve this? i am using MS3D v. 1.8.4 if that is of significance. Since the program is quite old i was thinking version incompatibility, but maybe im making some other mistake. Does anyone have experience with BConstructor?

Re: Problem with Bconstructor

Posted: Sat May 01, 2010 3:43 pm
by RogueKnight
Surma wrote:I have tried to use a program called BConstructor. It is supposed to convert .msh to Milkshape3d ASCII files and vice versa, but when i try to import a .msh that has been converted to ASCII i receive ab error, simply stating that "an error occurred while importing". How can i solve this? i am using MS3D v. 1.8.4 if that is of significance. Since the program is quite old i was thinking version incompatibility, but maybe im making some other mistake. Does anyone have experience with BConstructor?
Make sure your file you are trying to import/open is in the root folder, or it won't work on Vista/W7.

Re: Problem with Bconstructor

Posted: Sun May 02, 2010 8:29 am
by Surma
What about XP?

Re: Problem with Bconstructor

Posted: Sun May 02, 2010 10:33 am
by RogueKnight
Surma wrote:What about XP?
Dunno, I don't have XP. Just do what I listed and it should work. I've had hit and miss luck with converting files outside of the folder, but inside the folder has worked 100% of the time.

Re: Problem with Bconstructor

Posted: Sun May 02, 2010 2:33 pm
by Surma
What exactly do you mean with "inside the folder"? This is what i have tried:

Launch BConstructor
Open the .msh i want to export (in the mod tools folder\assets\worlds)
Export
Open milkshape and navigate to where the file was written, the above path (i did not move the file)
Import MilkShape 3D ASCII...

Receives an error.

I have also tried moving the exported file to the desktop and import it from that location, same result.

Re: Problem with Bconstructor

Posted: Sun May 02, 2010 3:05 pm
by RogueKnight
Surma wrote:What exactly do you mean with "inside the folder"? This is what i have tried:

Launch BConstructor
Open the .msh i want to export (in the mod tools folder\assets\worlds)
Export
Open milkshape and navigate to where the file was written, the above path (i did not move the file)
Import MilkShape 3D ASCII...

Receives an error.

I have also tried moving the exported file to the desktop and import it from that location, same result.
Inside your bconstructor folder with the .dll files.

Why don't you try upgrading to 1.8.5?

Re: Problem with Bconstructor

Posted: Sun May 02, 2010 3:37 pm
by Surma
This is what i did now:

Found the msh in the mod tools assets
Copied it to the folder BConstructor.exe resides in
Opened and exported
Tired importing with MS, the ASCII unmoved
error
Tried copying the .tga's to the same folder in case that mattered some way
error

constructor is not in the same folder i downloaded it to as a zip, but its in the same folder as i unzipped it in (and it is together with its .dll's (really doubt this is significant, but i guess you never know, you know))

Re: Problem with Bconstructor

Posted: Sun May 02, 2010 3:55 pm
by RogueKnight
Surma wrote:This is what i did now:

Found the msh in the mod tools assets
Copied it to the folder BConstructor.exe resides in
Opened and exported
Tired importing with MS, the ASCII unmoved
error
Tried copying the .tga's to the same folder in case that mattered some way
error

constructor is not in the same folder i downloaded it to as a zip, but its in the same folder as i unzipped it in (and it is together with its .dll's (really doubt this is significant, but i guess you never know, you know))
Try upgrading to 1.8.5 and see if that makes a difference, I sometimes had trouble importing them with 1.8.4, it sometimes took me a few tries.

Re: Problem with Bconstructor

Posted: Mon May 03, 2010 1:42 pm
by Surma
Still same problem.
How 'bout this. You port a msh and get it into milkshape and then tell me click by click what you did. You could also check the file version of the Milkshape ASCII importer you have (mine is 1.0.0.1 last edited 2006-01-01 23:15) and the same for your BConstructor (mine is 1.0.1920.37854 last edited 2005-04-04 22:06) in case they're not the same. Change the view in the folder to detailed list, otherwise you get the date the file was unzipped.

Re: Problem with Bconstructor

Posted: Mon May 03, 2010 7:41 pm
by RogueKnight
The only problem is, I do exactly what you do, you aren't doing anything wrong, as far as I know.

Can you get me a screen of what you have checked in your importer?

Re: Problem with Bconstructor

Posted: Thu May 06, 2010 10:12 am
by Surma
Board attachment quota reached. I checked meshes, materials, bones and key frames in MS3D and i did nothing other than open and export in BConstructor. Could you check your file versions anyway?

Re: Problem with Bconstructor

Posted: Thu May 06, 2010 8:07 pm
by RogueKnight
Surma wrote:Board attachment quota reached. I checked meshes, materials, bones and key frames in MS3D and i did nothing other than open and export in BConstructor. Could you check your file versions anyway?
The file versions don't matter, Bconstructor hasn't been updated as far back as I can remember. use the

Code: Select all

[img][/img]
tags to post an image.

Even if the program has been updated, it was too long ago to make any difference now.

Re: Problem with Bconstructor

Posted: Fri May 07, 2010 7:19 am
by Surma
I choose the file upload attachment and "Sorry, the board attachment quota has been reached."

I have checked meshes, materials, bones and key frames, not No transparency (in the MS3D importer).

I have checked nothing in BConstructor as i dont see anything to check. I dont have to inform BConstructor what to export right? It shows some sort of hierarchy on the right, am i supposed to do anything with that?

Re: Problem with Bconstructor

Posted: Fri May 07, 2010 7:42 am
by RogueKnight
Surma wrote:I have checked meshes, materials, bones and key frames, not No transparency (in the MS3D importer).

I have checked nothing in BConstructor as i dont see anything to check. I dont have to inform BConstructor what to export right? It shows some sort of hierarchy on the right, am i supposed to do anything with that?
Nope, its just as simple as you are doing it. Do a re-download of Bconstructor and see if you can extract it into your root drive (default C:/Program Files), then when you go to open and export a model, put the files in your bconstructor folder at that location to do it.
I choose the file upload attachment and "Sorry, the board attachment quota has been reached."
RogueKnight wrote:Use the

Code: Select all

[img][/img]
tags to post an image.

Re: Problem with Bconstructor

Posted: Fri May 07, 2010 8:44 am
by Surma
still error.

Now i redownloaded, copied the rar to C:\Program files, extracted (i did not create a folder for them, so the path is C:\Program Files\Bconstructor.exe), copied end_bldg_bunker_controlpanel.msh from C:\BF2_ModTools\assets\worlds\END\msh\ into C:\Program Files, opened with bconst, exported, imported with MS, error.
I also tried the same, but extracting to the folder it was downloaded to and repeated above, without moving anything.

But is there a path between MS and BF2 thats something like this: MS>Blender>?>BF2 cause i have blender, though i have not had time to learn to use it, but i know that it imports milkshape's files.

And about the image upload, does img require an url, cause i dont have any means to upload to any other site (have yet to get an imageshack acc or such)?

Re: Problem with Bconstructor

Posted: Fri May 07, 2010 8:50 am
by RogueKnight
Surma wrote: And about the image upload, does img require an url, cause i dont have any means to upload to any other site (have yet to get an imageshack acc or such)?
Try http://tinypic.com/.

As for the Blender to ingame thing, there is a tutorial that you can find in the thread stickied at the top of the forum with a tutorial for how to get blender models ingame.

Re: Problem with Bconstructor

Posted: Fri May 07, 2010 8:54 am
by Maveritchell
Surma wrote:And about the image upload, does img require an url, cause i dont have any means to upload to any other site (have yet to get an imageshack acc or such)?
Image

Re: Problem with Bconstructor

Posted: Fri May 07, 2010 8:58 am
by Surma
Image

Edit: I just tried this: Export to .wrl using mshviewer, open with blender (model shows up nicely, no textures, but i think i just need to change some setting (have not learned blender yet)), export to .xsi (because MS can import this format), import with MS, MS crashes.

Edit2: I just tried using meshtool beta 4 to convert to .obj and import since MS has got an importer for that. The model has no bones, materials and is completely black (in my book it should be grey) but i got it! Though it was really the bones i was after.

Edit3: I got rid of the black by exporting to ascii and importing that. Still no bones though :(

Note: Make sure your image URL does not end with a forward-slash (/). -Staff

Re: Problem with Bconstructor

Posted: Tue May 11, 2010 4:50 pm
by DarthD.U.C.K.
you can hardly transfer bones and anims from one 3d-application to another and if it works then only with the appropriate fileformat, obj doesnt support bones for exaple

Re: Problem with Bconstructor

Posted: Thu May 13, 2010 7:24 am
by Surma
Thanks for the info. I've decided to migrate to blender anyway, dont really trust bconst to be able to export my models to the game if the other way around doesnt work. Thank you for all your help. Its not impossible that the fact that this is an xp machine is the cause of my difficulties.