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Why Doesn't Submission Like .obj Files?
#1
Hello everyone, this is my first post to the VG resource!

Just yesterday I installed AssetStudio, and just this morning, Blender. (Yes, I still barely have any idea what I'm doing). Anywho, I tried to submit a model of a character from the game Club Penguin Island (a ZIP with two files, completely unaltered from the game- Rookie.png and rookie_mesh.obj) to which I saw this message upon checking my pending submissions:

This submission has been flagged for the following potential issue:
  • Contains at least one .obj and .mtl count is less than .obj count
Can anyone please explain what this means, why it's an issue, and what I can do to change it? Thank you!

(Reposted from General Ripping)
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#2
.obj files need to have the matching .mtl files.
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#3
(03-06-2021, 09:15 PM)AJD-262 Wrote: .obj files need to have the matching .mtl files.

Thanks! How do I do that though?
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#4
What program are you using? I know Blender should save obj and mlt at the same time.
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#5
(03-06-2021, 11:54 PM)AJD-262 Wrote: What program are you using? I know Blender should save obj and mlt at the same time.

I'm using AssetStudio. There seems to be a couple of identical files in the game I'm ripping from but they all export as just an obj. I do have Blender though. Should I export it as a mlt through Blender?

(Also would be worthwhile bringing up that no matter how I export the obj it's not rigged)
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#6
How are you exporting the model in AssetStudio?

Also, to export the model in Blender, go to File > Export > Wavefront (obj). And it should add a .mlt file with the .obj file.

(BTW, don't worry about the .obj file not having any rigging data, .obj files don't contain any rigging data.)
If you can't handle the heat.
You can't handle the Neutron Style.
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#7
(03-07-2021, 07:21 PM)DogToon64 Wrote: How are you exporting the model in AssetStudio?

Going into asset list, clicking on the name of the mesh file I want to check it's the right one, then right-clicking said name then clicking "export selected assets". In the game I'm talking about here, the character textures are stored as texture2D files, but I could possibly be doing something wrong

Thanks for the other points though- quite helpful to a noob such as myself!
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#8
If AssetStudio isn't saving obj with a .mlt you will need to may need to look at doing things differently. The mlt files hold the material settings and textures data. With out it all you got is gray model.

A: See if AssetStudio can save the model in another format, Models-resource only takes .dae and .obj with matching .mlt model files so you will have to use Blender to import any other format that AssetStudio may save and save the model as one of the formats that Models-resource takes.

B: Edit the obj in Blender and put the textures back onto the model and save as an .obj.
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#9
(03-07-2021, 09:08 PM)AJD-262 Wrote: If AssetStudio isn't saving obj with a .mlt you will need to may need to look at doing things differently. The mlt files hold the material settings and textures data. With out it all you got is gray model.

A: See if AssetStudio can save the model in another format, Models-resource only takes .dae and .obj with matching .mlt model files so you will have to use Blender to import any other format that AssetStudio may save and save the model as one of the formats that Models-resource takes.

B: Edit the obj in Blender and put the textures back onto the model and save as an .obj.

Does the MLT file also hold rigging data?

Just earlier today I tried B for another thing, and for some reason the .mlt didn't export properly it seems.

I'm not even really sure if AssestStudio can save as anything other then obj. I've heard some stuff about exporting from the scene hierarchy so I'll try that
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#10
The .mlt file hold the material settings and textures data. You can read more about Wavefront's OBJ (.obj and .mlt) here. https://wiki.vg-resource.com/OBJ

Also looks like there is typo in the page.
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#11
(03-08-2021, 01:10 AM)AJD-262 Wrote: The .mlt file hold the material settings and textures data. You can read more about Wavefront's OBJ (.obj and .mlt) here. https://wiki.vg-resource.com/OBJ

Also looks like there is typo in the page.

Yeah, but the issue here is that no matter what I do, it's exporting as only an obj without an mlt. And if I try to make an mlt it dosen't work
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#12
One thing I would suggest is by exporting the model you're wanting to export through Model > Export selected objects (split).
It should export the model as an .fbx file. (It's very similar to a .dae file, except it's not as widely used as a .dae file.)

From there, you can export the .fbx file as an .obj file (with a .mlt file) in Blender.

Hope this helps!
If you can't handle the heat.
You can't handle the Neutron Style.
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#13
Just export model as DogToon suggest you. OBJ files doesn't have skeleton, while fbx does and is automatically rigged.
You could also export animation with .fbx option. I know you are at a starting point Smile those are just suggestion
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#14
Tip if you use AssetStudio: If you export archives type animator, you can get not only models, also the textures, skeleton and armature, and only you have to put the textures where should be.

As this 3D model
*this can´t run 3D models adequately


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