MegaGlest Forum

Modding and game content creation => Tools => Topic started by: -Archmage- on 4 March 2012, 08:16:25

Title: [Solved]Bad Allocation
Post by: -Archmage- on 4 March 2012, 08:16:25
Made a model from scratch in Blender 2.61. Exported and MG throws me "bad allocation". All faces are triangles. I exported a different model last night with no problem.
Title: Re: Bad Allocation
Post by: tomreyn on 8 March 2012, 01:46:59
Please file a bug report and provide the model file, instructions to reproduce and the general information requested in the sticky thread there.
Title: Re: Bad Allocation
Post by: -Archmage- on 8 March 2012, 02:00:58
Sorry guys, this is solved. I had assigned a texture without unwrapping the model in any way. All I had to do was u>unwrap and boom exported fine.
Title: Re: [Solved]Bad Allocation
Post by: Omega on 8 March 2012, 23:39:27
Perhaps the export script could be expanded to detect when the model was not unwrapped and a texture has been assigned; notifying the user. Or perhaps the assigned texture should be ignored if the model has not been unwrapped. Or at the most basic level, a more accurate error when a crash occurs because of this reason, to prevent further problems with future users.
Title: Re: [Solved]Bad Allocation
Post by: MightyMic on 13 March 2012, 02:22:59
I've had this happen to me several times and it's not because of unwrapping. It's because you weren't in object mode and/or didn't have an object selected.

I've noticed that the new script doesn't give the user any warning about that. I remember the script for 2.4 saying that no object was selected... ie no g3d