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Author Topic: Problem extracting models from Bioshock Infinite  (Read 7709 times)
Gildor
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Re: Problem extracting models from Bioshock Infinite
« Reply #15 on: January 07, 2016, 21:44 »

if so, why?
Are you a programmer? If yes - I'll explain and perhaps you'll understand.
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theoneman
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Re: Problem extracting models from Bioshock Infinite
« Reply #16 on: January 08, 2016, 07:15 »

Yes I am, I programmed my own Android game and I am currently taking Computer Science (Associates Degree) at my college.
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Gildor
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Re: Problem extracting models from Bioshock Infinite
« Reply #17 on: January 08, 2016, 13:35 »

Ok.

All errors in UModel generated as exceptions. This is done to generate nice call-stack message you can see in your older posts, so I can easier understand what's wrong without looking at program execution. C++ exception handling is disabled for UModel, I'm using Win32 SEH, so any object unwinding is skipped. When exception thrown, it is assumed that the call stack and error message will be displayed, and then application will exit.

An attempt to recover from any error will drastically increase complexity of UModel's code, so I prefer to fix errors whenever possible instead of adding "recover" code. In your case I have invalid data passed to LZO decompression routine. I can't handle such data without throwing an error. And of course if you're exporting all packages using UModel's UI, such error will break exporting process.

If you want to avoid breaking the entire export process because of some package, you may use my old BatchExport file. It uses UModel's command line to call UModel for every package separately. So exception in UModel will not break batch processing - you'll get an error message for one package, and then batch will continue with other files.
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