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Error 1 Cannot autodetect which importer to use...

Last post 10/20/2009 3:11 PM by kerrmedia. 6 replies.
  • 10/20/2009 1:34 PM

    Error 1 Cannot autodetect which importer to use...

    Error 1 Cannot autodetect which importer to use... There are no importers which handle this file type. Specify the importer that handles this file type in your project. C:\work\C#\XNA31\projects\scott_model_import\scott_model_import\Content\j2_complete1.FBX scott_model_import

    I exported this from Max 9 using the latest autodesk fbx exporter.

    I tried loading this, but I get the above build error.

    Can I work around this, tell it not to try to import, or is there some reference or include I'm missing?

    using

     

    System;

     

    using

     

    System.Collections.Generic;

     

    using

     

    System.Linq;

     

    using

     

    Microsoft.Xna.Framework;

     

    using

     

    Microsoft.Xna.Framework.Audio;

     

    using

     

    Microsoft.Xna.Framework.Content;

     

    using

     

    Microsoft.Xna.Framework.GamerServices;

     

    using

     

    Microsoft.Xna.Framework.Graphics;

     

    using

     

    Microsoft.Xna.Framework.Input;

     

    using

     

    Microsoft.Xna.Framework.Media;

     

    using

     

    Microsoft.Xna.Framework.Net;

     

    using

     

    Microsoft.Xna.Framework.Storage;

     



    thanks,
    Scott

  • 10/20/2009 2:01 PM In reply to

    Re: Error 1 Cannot autodetect which importer to use...

    Have you specified an importer for the asset?

    • Right click on your fbx file in the Visual Studio solution explorer
    • Select Properties
    • Choose "Autodesk FBX - XNA Framework" as the Content Importer
    • Choose "Model - XNA Framework" as the Content Processor
  • 10/20/2009 2:08 PM In reply to

    Re: Error 1 Cannot autodetect which importer to use...

    Yeah, that is in there...

    Here is the  whole error:

    Error 1 Cannot autodetect which importer to use for "obj\x86\Debug\FBX\BA522F8\j2_complete1.fbm\texfile5.tif". There are no importers which handle this file type. Specify the importer that handles this file type in your project. C:\work\C#\XNA31\projects\scott_model_import\scott_model_import\Content\j2_complete1.fbx scott_model_import


    The thing is, there is no such file, just the file j2_complete1.fbx which Max 9 exported.
  • 10/20/2009 2:18 PM In reply to

    Re: Error 1 Cannot autodetect which importer to use...

    this error is happening on the compile, and the fbx file is set with the property "Compile". If I use another model, it works. Anyone know what I did wrong with this model?
  • 10/20/2009 2:25 PM In reply to

    Re: Error 1 Cannot autodetect which importer to use...

    I'm guessing the model uses a .tif for one of it's textures. That format isn't a supported texture type in the content pipeline.
  • 10/20/2009 2:30 PM In reply to

    Re: Error 1 Cannot autodetect which importer to use...

    tif files are not one of the supported texture types in XNA, though I thought there was a custom importer floating around that could handle it. I don't know a lot about the FBX model compilation process, but does your model reference textures that aren't available?

    This post should help you turn on more verbose debugging of the compile process, which might give you more clues as to what is happening.


  • 10/20/2009 3:11 PM In reply to

    Re: Error 1 Cannot autodetect which importer to use...

    yup, tif is the file format. I'll just redo the model so the textures are jpg or something supported.
    thank you.

    By the way, anyone have an importer for .gif files that will work with the latest 3.1 XNA?
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