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Error While Extracting <graph.bin> From Pak

Discussion in 'Modding Help Quarter' started by Ammar Shaker, Jan 21, 2015.

  1. Ammar Shaker

    Ammar Shaker Elite

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    Hi, i created my first building completly and i can see it in the game buildings list, when i deploy it the game crashes and shows me the following error:
    img.jpg
    Pic.jpg

    Error while extracting <graph.bin> from pak <data/gfx/building/JCC.sgbin>, fat entry not found
    [01:29:05] CORE mcFilePack.cpp ( 747) Assert ExtractFile: Can't extract <graph.bin> from pak <data/gfx/building/JCC.sgbin>
    [01:29:05] SCENEGRAPH sgSerializer.cpp ( 442) Assert data/gfx/building/JCC.sgbin is missing 'Graph.bin'


    who can help me with this ? :(
     

    Attached Files:

  2. Ammar Shaker

    Ammar Shaker Elite

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    p.s. this is only a test building
     
  3. Monty

    Monty Governor

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    Try exporting it again. Did you changed the sgbin file name after exporting?
     
  4. Altiris

    Altiris Governor

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    firstly you should read the technical doco and make sure you model\materials\sgbin follow the correct naming standards, chances are the object was not recognised by the viewer correctly and didn't pack the sgbin right.

    also make sure you've assigned the correct shader to your models.
     
  5. Ammar Shaker

    Ammar Shaker Elite

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    Here are the steps i followed to create this patch:

    created a test building
    A01.jpg

    exported to CX Viewer then saved as sgbin file
    A02.jpg

    Created a dds image 128x128 px
    A03.jpg

    created new project on EasyModXL using template
    01.jpg

    02.jpg

    selected the sgbin and dds files and made sure they use the same names
    03.jpg

    class and layout i didn't touch them 04.jpg

    saved patch with new name
    05.jpg
     
  6. Altiris

    Altiris Governor

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  7. Mr.X²

    Mr.X² Moderator
    Staff Member

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    also try to use a unpacked-cxl template instead of easy-mod. this tool is very buggy...
    i recently created a beginner-tutorial as well, if this might help you
     
  8. nicko2u

    nicko2u Governor

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    the tool creates more issue than its worth don't use it I say. though check your layout file prb missing some vital info such as

    Code:
        <LayoutEntry>
            <ID>ParkingJunction</ID>
            <Type>JUNCTION</Type>
            <PrototypeFile>data/design/editor/track/trackjunctionparking.class</PrototypeFile>
            <Position>0.0,-20.0,0.0</Position>
            <Rotation>0.0,0.0,0.0,1.0</Rotation>       
            <Junction>
                <PlugID>Plug</PlugID>
                <IsAddress>1</IsAddress>
            </Junction>
        </LayoutEntry>
        <LayoutEntry>
            <ID>ParkingTrack</ID>
            <Type>TRACK</Type>
            <PrototypeFile>data/design/editor/trackparking.class</PrototypeFile>
            <Position>0,0,0</Position>
            <JunctionStart>ParkingJunction</JunctionStart>
            <JunctionEnd>ParkingJunction01</JunctionEnd>
        </LayoutEntry>
        <LayoutEntry>
            <ID>ParkingJunction01</ID>
            <Type>JUNCTION</Type>
            <PrototypeFile>data/design/editor/track/trackjunctionparking.class</PrototypeFile>
            <Position>0,0,0</Position>
            <Rotation>0,0,1,0</Rotation>   
        </LayoutEntry>
     
  9. CXXL

    CXXL Vagabond

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    Who can help me with new artistic tool for XXL 10.4 now this is stand alone program and dont have plugins in 3d max 2012. I find information about FBX macros and make button on panel for export in viewer after converting in FBX. But when i try to open my old model he say about error in shader. but model still working in viewport. in material editor where was shader for buildings - is error to load missing dll's. So where i can find this dlls and where i need to put them if now Artistictoolsuit dont make folder in 3d max now.
     
  10. OokamiChan

    OokamiChan Unskilled Worker

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    Open material editor and under utilities, hit reset material slots.
    Now will the error message be gone with all the materials. All that is left is to reopen the materials that you used and rename them as current naming standard. Apply material and export.

    Regards
    OokamiChan
     

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