Direct X Model problem

Blitz3D Forums/Blitz3D Programming/Direct X Model problem

(Typing the second time cause i forgot the Topic Title... grrr)

When I do this:

Global GurneyThing = LoadMesh("Gfx/Gurney/Gurney.X")

I get a Memory Access violation, then Entity Does Not exist.

Then
Microsoft Visual C++ Runtime Library
Runtime Error!
Program: C:\Program Files\Blitz3D\bin\blitzcc.exe
abnormal program termination

Then the debugger closes, and there's another memory access violation.
Next:
Hospital Trolley: blitzcc.exe - Application Error
The instruction at "0x00136fbc" referenced memory at "0x49001574". The memory could not be "read".
Click on OK to terminate the program

The program works with other models, so I think there's something screwy with the model. But the artist has used the same exporter for me many times, with no trouble.

Any ideas what's going on here?

Try Loading the mesh into a modelling program, have a look, re-save it

John (the artist) has reexported this thing 3 times with different settings. It looks fine in 3DSMax.

Oh kinda sounds like corrupt blitz or maybe worse, bad memory, but if it works fine as you say with different models... I dunno.... :/

try exporting it as b3d model. i am sure I had this problem also but can't quite remember how I solved it.

Are the texture names embedded within the .x file? If they are and they're wrong, you'll get a MAV.

too many polys? Vertex floating numbers too high??

also which version of .x you exporting in?

Okay John figured it out.

He did two things.

One, he slected the model, and pasted it into a blank Max doc so only the shaders associated with the actual geometry would be there.

Second, there was a multi-object material, whose parts were numbered 2, 3, 4, and 5. There was no first element, and I think that was causing the problem. He rebuilt that material from its components from scratch.

If you're exporting from 3D Studio Max, why don't you use b3d file format? B3d Pipeline is available on the Specs and Utils page.

I'm willing to bet the problem would have ocurred regardless of exporter. Either way, there was an undefined sub-object in the material.