Model Editor Won't Import FBX File

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  • I am trying to make a US Road Sign mod, using the route Waypoints. I have made various models, as seen below, which will have multiple textures for the various signs.
    [Blockierte Grafik: https://cdn.discordapp.com/attachments/685150232102699029/708919411511132197/unknown.png]

    I have created the models in Sketchup, and exported them as FBX files. Upon importing them into Model Editor, I get the following error:

    Code
    FbxImportPlugin::Import C:/Users/bobgr/AppData/Roaming/Transport Fever 2/fbx_import/Stop.lod0.FBX
    started fbx importer plugin
    could not import file: Select a file ending with '...lod0.fbx'

    I have watched a few tutorials, and none showed the exact import process. Only one mentioned the fact that the program requires a specific kind of FBX. Some odd name I can't remember right now. I have exported the models as 3ds files for 3ds Max, in which I exported them as FBX with that specific format. Same error. I even tried renaming the model to have "lod0" at the end, as well as ".lod0", so that they read "[file name]lod0.fbx" and "[file name].lod0.fbx". Same error.
    It seems this error is a lie and something else is going on. Knowing this game, that wouldn't surprise me.

    My question here is: can someone, anyone, give me a step-by-step guide on getting an FBX file into the Model Editor. And please, no Blender. I won't understand it, no matter how much you dumb it down.

  • Oh, yay! It's picky about name formats, too! Lovely.

    In the guide, they only made vehicles, so the names were "vehicle-[type]-[name of vehicle]..."

    My signs don't drive, they are static assets (like buildings), so what do I name them?

    "asset-street-[sign_name]..."?


    Thank you for the reply and help!

  • Thank you for the help! I wonder why this program is so picky...
    So, I got one of my signs to be read and somewhat imported. It now gives me a new error, but it seems to have generated a mesh file and such, so that's an improvement!


    Code
    Converting mesh: Mesh1_lod0.msh 000001A9354005F0
    has element materials: 1
    normals...
    could not import file: Normal mapping mode 'eByControlPoint not supported...

    I have not yet started on texturing, as I want to figure out how to arrange the models first. However, I think Sketchup generates a basic white texture on any export, so it seems the Model Editor is finding and reading that and throwing a fit about it. I do not understand what "eByControlPoint" is and what I need to do during texturing to prevent this error.

    As for the FBX import naming, I dug into the game files to figure out exactly what kind of file structure I was working with for the waypoints. They are in street/waypoint_road, so I named my FBX as so:

    street-waypoint_road-warning_binary/street-waypoint_road-warning/street-waypoint_road-warning_lod0.fbx, and it seems to work, being exported directly from Sketchup!
    By the way, is it possible to rename the folders to street-waypoint_road-signs and just put ALL my sign fbx files into the one spot, changing "sign" out for the type of sign for each file, or does each file have to be in it's own separate folder?

  • For anyone having issues with this error, I did find a fix. I'm not certain this is the only way, but I fixed this by selecting everything in edit mode and going "Alt+N" then "Reset Vectors" in Blender. Seems to be a vector issue with your face normals. This seems to be relevant again with the release of Blender 4.1+

  • I have created a locomotive mod and did everything its all perfect in model editor and there are no errors.
    But the thing is i'm not able to see the mod in the game, Its available in available mods.

  • Check if yearFrom is correctly set (mdl-file) and its in the range of the started game. If that's not the reason check the stdout.txt if the loco is maybe not loaded because of missing ressources (the model editor is sometimes more forgiving then the game). I could also think about a missing or wrong category in the mdl, so the game doesn't understand it is a electric loco. If you can not find the problem it would help if you upload one mdl and the stdout.txt.


    Nice loco btw. :thumbup:

  • Thankyou for your compliments :)
    I have uploaded the mod in steam, so anyone can check the mod
    Mod id : 3318790704

    Is this "res/construction/..." normal or any chenge we need to make.. if so can anyone share me how to change.

    Einmal editiert, zuletzt von viswa_7 ()

  • Those are just some internal workings of the model editor and perfectly normal.


    You could show us a stdout.txt of a game with Your model in it, if You like. This would likely show one or another common reasons for Your mod not to show up: missing meshes, missing material files or the like. The .mdl might also be helpful, it might simply be not properly scripted as a rail vehicle and therefore not found by the game. I trust You have checked availability years and localisation versus Your individual game settings?

  • We were very close. Your mdls are missing two necessary metadata-blocks. You have to add Emission and Transport Vehicle. You can do this by the model editor (see screenshot). I would suggest to change the default values to those in the screenshot.



    Allow me to note two things I noticed: 1) Your mod has currently 1,75 GB of data. This is mainly because of the blob objects and the model has around 1.750.000 tris. This is very much for a TPF2 mod and will have an significant impact on the the game performance, especially as the loco currently has no lods (even very detailed locos have normally not more then 300.000 tris and even with 4k textures are below 600 MB). Maybe better note this in the description as a lot of users have no technical knowledge (the filesize and tris count will be a challenge for most PCs). 2) The loco looks quite big and the transf shows some strange values. Normally the size (scale) in the transf will be 1 (but this can be easily corrected in your 3D modell or the fbx export).


    But again, congratulations that you made it so far and brought a great looking loco to TPF2. :thumbup:


  • The game can't seem to cope with all the rotated and non-scaled mesh. You would have to apply rotation, scale and position to all meshes before exporting.


    But this mod is definitely not ready for TPF2. It has 7 Million Tris, you read correctly, 7.141.686 Tris, even with LODs (which the mod doesn't have) it's an absolute disaster. Since you use doublesides = true, the game has to calculate 14 million Tris. Completely unsuitable, sorry to say that. For comparison, my Class 155 has just 85.000 Tris.

    The mainbody is still OK if you remove all the pipes, window frames and so on. The roof structures, pantographs, bogies, wheels, all details are not usable and have to build new from scratch.

    The aim for the whole mod, with details like this one, is to have less than 100.000 Tris. If it's very very detailed (which isn't the case here) you can go a bit over that.

    The textures also looks a bit more like placeholders, not a final result.