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Nexus Buddy 2

Nexus Buddy 2 - Granny Editor for Civ 5 2.5.3

How does the name extension modification work I'm getting an error that it van't find a certain bone name which I think was truncated because of the name size but somehow my blender "forgot" so it won't export.

Would it be affected if I work on two different computers I use an exterbal drive so I can work different places and I wonder if drive path matters or it looks in a certain folder for the "name map"

The biggest pisser is that I did all the rigging work and its lost.
 
How does the name extension modification work I'm getting an error that it van't find a certain bone name which I think was truncated because of the name size but somehow my blender "forgot" so it won't export.

Would it be affected if I work on two different computers I use an exterbal drive so I can work different places and I wonder if drive path matters or it looks in a certain folder for the "name map"

The biggest pisser is that I did all the rigging work and its lost.

It works by storing a map between the truncated Blender bone and mesh names and the full one inside the Blender armature object data. So the original bone name will be part of your Blender data if you've saved the .blend.

For example, if a Bone has the name "VeryVeryVeryVeryVeryLongBoneName" then the map from the temp bone name to the original work something like:
"B_VeryVeryVe^gBoneName" -> "VeryVeryVeryVeryVeryLongBoneName"

The issue you might be having is that I changed the prefix recently from BN_/MN_ to B_/M_ so it may be that the export script does not match up with the prefix from the NB2 import script you used.

Is the problem that the BR2 export script fails?

If you upload your .blend if should be possible to salvage your work even if it takes a bit of Python script to get out the original bone name.
 
Here's the blend

The issue is simply that the mesh haile_pants needs to parented to the armature. If you right click to select the pants mesh then shift-right click the armature (skeleton) then do Ctrl-P > Make Parent To Armature you can then export to BR2 no problem.

If you check the Outliner it is easier to see if any meshes are not parented to the model's armature.
 
I am having a problem with a export to blender with there being holes in the mesh but everything looks fine when it is in blender. I have tried the clean meshes script but nothing seems to takes the holes away.
 

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I am having a problem with a export to blender with there being holes in the mesh but everything looks fine when it is in blender. I have tried the clean meshes script but nothing seems to takes the holes away.

Are you using the Overwrite Meshes from BR2 method?
 
is it exporting the damaged states?
No, it looks like a damage state but the model does not have a damage state.
Are you using the Overwrite Meshes from BR2 method?
Yes, that is why I am confused as to why its not working as its always worked in the past. Must just be something with this particular mesh.
 
Any chance you can compiles a copy under Windows 7?

Cant seem to get this program to work, Win7 64bit OS. Have Net Framework 4 Extended. Throws this error every time:-
Spoiler :
Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: nexusbuddy2.0.exe
Problem Signature 02: 0.0.0.0
Problem Signature 03: 52fa7197
Problem Signature 04: mscorlib
Problem Signature 05: 4.0.0.0
Problem Signature 06: 52ccf750
Problem Signature 07: 25a6
Problem Signature 08: d
Problem Signature 09: System.NotSupportedException
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 2057
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

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Been away from CiV for a while. Got new rig now, so have to re accuire some things :)
 
Yes, that is why I am confused as to why its not working as its always worked in the past. Must just be something with this particular mesh.

The BR2 script will remove some identical duplicate points in order to get a result that is not blocky looking. It could be that you mesh has a lot of doubles in it. You could try using Rem Doubles with the threshold set to zero and see if that solves the issue.
 
Any chance you can compiles a copy under Windows 7?

Cant seem to get this program to work, Win7 64bit OS. Have Net Framework 4 Extended. Throws this error every time:-

Been away from CiV for a while. Got new rig now, so have to re accuire some things :)

I have compiled a version under Windows 7 here.
 
The BR2 script will remove some identical duplicate points in order to get a result that is not blocky looking. It could be that you mesh has a lot of doubles in it. You could try using Rem Doubles with the threshold set to zero and see if that solves the issue.
Thanks Deliverator, I tried the remove doubles script but it kept saying 0 meshes removed. I ended up getting it to work in the end by exporting it to .nif then re-importing it back in to blender. I think it was something that happened when I ran the decimate modifier on it that it somehow removed some of the faces even though it looked fine in blender.
 
I recompiled the posted source on site 1, changed some things (null exceptions) and started the program. It worked to load Civ5 stuff.
But why can't I load gr2 meshes from other games?
I get a crash:

Code:
System.InvalidCastException: Unvalid Convertation.
   bei Firaxis.Framework.Granny.GrannyMaterial.get_ShaderSet()
   bei IndieStoneMaterialMaker.Form1.AddMaterialToListbox(IGrannyMaterial mat)
   bei IndieStoneMaterialMaker.Form1.FillApp()
   bei IndieStoneMaterialMaker.Form1.openButtonClick(Object sender, EventArgs e)
   bei System.Windows.Forms.Control.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnClick(EventArgs e)
   bei System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   bei System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   bei System.Windows.Forms.Control.WndProc(Message& m)
   bei System.Windows.Forms.ButtonBase.WndProc(Message& m)
   bei System.Windows.Forms.Button.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Can you help me? I want to export the bones, like the original has it.
The current gr2 to smd exporter doesnt export the real bones.

What can I do? I want to get the skeleton out of the gr2 file to use it for other meshes.
Help @Deliverator
 
So I tried this out and it asked me to assign a folder, I assigned the one I thought I was supposed to and it crashed immediately. And now it's crashing whenever I open it. I tried deleting the folder and download it again, and it still crashes, and I also tried S3rgeus recompiled version with no success.
 
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