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Original Poster
#1 Old Yesterday at 4:34 PM
Error SimPE "Warning: Problems While Parsing the File" and Texture File Size - H E L P
Hey, I hope you all doing good!
I'm starting to practice converting small objects from ts4 and I'm having an error from SimPE that is annoying me so much (image down below).
First, the object that I am trying to convert is high poly and I use Blender to reduce it. I use Decimate Modifier and the Limited Dissolve from Blender. I was trying to make it low poly, as possible.
When I import the mesh with 1272 polygons, It works! But, when I import with 939 polygons, it gives the error and the texture gets horrible. (like in the image)
I think that is something about Blender. A tool? Idk. I'm totally lost about it.

I hope someone can help this poor beginner, lol.

Another question: When the texture file size is big (2048x2048), is it a problem? Do I need to resize it? How is it works?
Thank you!
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Mad Poster
#2 Old Yesterday at 8:12 PM
Make sure you use the proper export options if you export as OBJ, or the normals flip and result in a black/dark mesh.

I use these settings: https://i.postimg.cc/d0bRhWRH/Screenshot-New-159a.jpg (Write normals is probably the most important one) - I don't get the message and my meshes look fine when exported directly from Blender, so it should work unless there's something else wrong.

1272 polys isn't particularly high. Is the original mesh much higher poly?

As for the texture, it's a good idea to reduce it to 1024x1024, perhaps even smaller depending on the texture quality, as TS2 (+ SimPE) isn't too fond of larger textures.
Lab Assistant
#3 Old Yesterday at 8:17 PM
Hey!

Have you tried triangulating the mesh before/while exporting? The OBJ export window has it as an option under "Geometry". It could be the decimated meshes has faces with more sides than SimPE can handle. Also make sure you've applied all transforms and modifiers to it before exporting, just to be sure.

While the game can handle such a large texture, it's uselessly heavy for most items. It'll take up memory and processing power without making much of a visual difference. A good rule of thumb is to chose the texture size closest to the average dimensions of the object on screen. Depending on the downsing candle's size in game, I'd reduce its texture to 512x512, 256x256 or 128x128. In general, texture sizes should be powers of two (so 128, 256, 512, 1024, 2048, etc).

(If you don't have an image editing software, you can use the website Photopea .)

I'm http://crispsandkerosene.tumblr.com/ on tumblr, admittedly not very active on MTS.
Test Subject
Original Poster
#4 Old Yesterday at 9:18 PM
Quote: Originally posted by simmer22
Make sure you use the proper export options if you export as OBJ, or the normals flip and result in a black/dark mesh.

I use these settings: https://i.postimg.cc/d0bRhWRH/Screenshot-New-159a.jpg (Write normals is probably the most important one) - I don't get the message and my meshes look fine when exported directly from Blender, so it should work unless there's something else wrong.

1272 polys isn't particularly high. Is the original mesh much higher poly?

As for the texture, it's a good idea to reduce it to 1024x1024, perhaps even smaller depending on the texture quality, as TS2 (+ SimPE) isn't too fond of larger textures.


Thank you so much for the reply!
I have Blender 3.3 and my settings are like this (image down below). Do I need to change something? And btw, what's your version?

And about the poly, yes, It was much bigger.
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Test Subject
Original Poster
#5 Old Yesterday at 9:21 PM
Quote: Originally posted by Azelanne
Hey!

Have you tried triangulating the mesh before/while exporting? The OBJ export window has it as an option under "Geometry". It could be the decimated meshes has faces with more sides than SimPE can handle. Also make sure you've applied all transforms and modifiers to it before exporting, just to be sure.

While the game can handle such a large texture, it's uselessly heavy for most items. It'll take up memory and processing power without making much of a visual difference. A good rule of thumb is to chose the texture size closest to the average dimensions of the object on screen. Depending on the downsing candle's size in game, I'd reduce its texture to 512x512, 256x256 or 128x128. In general, texture sizes should be powers of two (so 128, 256, 512, 1024, 2048, etc).

(If you don't have an image editing software, you can use the website Photopea .)


I have Blender 3.3. My settings are like this (image down below). Do you mean the "Triangulating Mesh" in the export options?

Thank you so much for the reply!
Screenshots
Mad Poster
#6 Old Yesterday at 9:50 PM
I'm using an older version (2.76, I think), but the settings between the versions look to be the same, they just have a different setup. Try the triangulating tickbox.
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