debugging export_md2

Scripting in Blender with Python, and working on the API

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Hoehrer
Posts: 0
Joined: Wed Nov 02, 2005 12:36 pm

debugging export_md2

Post by Hoehrer » Wed Mar 22, 2006 1:45 pm

I'm currently trying to debug the md2_export script (see here for more info on this subject) and i really can't find what's going wrong. Everything looks fine to me.

This the the error-message i get after selecting a file-name and hitting "export".

Code: Select all

...
...
Traceback (most recent call last):
  File "<string>", line 141, in bevent
  File "<string>", line 1001, in save_md2
  File "<string>", line 499, in validation
RuntimeError: couldn't load image data in Blender
... where line 499 is empty in the script, but this is the surrounding area:

Code: Select all

489	for face in mesh.faces:
490		mesh_image=face.image
491		if not mesh_image:
492			print "Model has a face without a texture Map"
493			result=Blender.Draw.PupMenu("Model has a face without a texture Map%t|OK")
494			return False
495		if mesh_image!=last_face:
496			print "Model has more than 1 texture map assigned"
497			result=Blender.Draw.PupMenu("Model has more than 1 texture map assigned%t|OK")
498			return False
499		
501	size=mesh_image.getSize()
502	#is this really what the user wants
503	if (size[0]!=256 or size[1]!=256):
504		print "Texture map size is non-standard (not 256x256), it is: ",size[0],"x",size[1]
505		result=Blender.Draw.PupMenu("Texture map size is non-standard (not 256x256), it is: "+size[0]+"x"+size[1]+": Continue?%t|YES|NO")
506		if(result==2):
507			return False
What is going wrong here. The mesh has one texture that is an external image mapped to UV.
According to http://www.blender.org/modules/document ... class.html the function is used correctly as well.


Thanks for every help,
Werner

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