RC3 in dagon

jchmack

16-01-2007 13:17:07

Im trying to build RC3 in dagon. I got rid of all the compile errors but i can'f fix these link errors.

1>------ Build started: Project: nxOgre, Configuration: Debug Win32 ------
1>Linking...
1> Creating library C:\Documents and Settings\Julius Abella\Desktop\game4\NxOgre/compiler/NxOgre.VC8/Debug/lib/NxOgre_d.lib and object C:\Documents and Settings\Julius Abella\Desktop\game4\NxOgre/compiler/NxOgre.VC8/Debug/lib/NxOgre_d.exp
1>nxOgre_debugnode.obj : error LNK2001: unresolved external symbol "public: virtual class Ogre::MovableObjectFactory * __thiscall Ogre::MovableObject::_getCreator(void)const " (?_getCreator@MovableObject@Ogre@@UBEPAVMovableObjectFactory@2@XZ)
1>nxOgre_debugnode.obj : error LNK2001: unresolved external symbol "public: virtual bool __thiscall Ogre::MovableObject::getVisible(void)const " (?getVisible@MovableObject@Ogre@@UBE_NXZ)
1>C:\Documents and Settings\Julius Abella\Desktop\game4\NxOgre/compiler/NxOgre.VC8/Debug/lib/NxOgre_d.dll : fatal error LNK1120: 2 unresolved externals
1>Build log was saved at "file://C:\Documents and Settings\Julius Abella\Desktop\game4\NxOgre\compiler\NxOgre.VC8\Debug\obj\BuildLog.htm"
1>nxOgre - 3 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

I just upgraded to Dagon 1.2.4 (was using 1.2.3). I got the same errors in 1.2.3 too.


edit: well i just rebuilt RC2 using Dagon 1.2.4 So i dont think that is the problem.

jchmack

16-01-2007 17:12:30

ok i tried running it in release mode and it links fine but NOW i get this:

1>------ Build started: Project: nxOgre, Configuration: Release Win32 ------
1>Compiling...
1>nxOgre_world.cpp
1>nxOgre_util_stream.cpp
1>nxOgre_trigger.cpp
1>nxOgre_textstream.cpp
1>nxOgre_structure.cpp
1>nxOgre_string.cpp
1>nxOgre_staticGeometryBody.cpp
1>nxOgre_statemachine.cpp
1>nxOgre_stage.cpp
1>nxOgre_shape_meshShape.cpp
1>nxOgre_shape.cpp
1>nxOgre_serialiser.cpp
1>nxOgre_scene_blueprint.cpp
1>nxOgre_scene.cpp
1>nxOgre_resourceStream.cpp
1>nxOgre_raycaster.cpp
1>nxOgre_pose.cpp
1>nxOgre_particleSystem.cpp
1>nxOgre_particleEmitter.cpp
1>nxOgre_particleBehaviour.cpp
1>Compiling...
1>nxOgre_particleAttractor.cpp
1>nxOgre_particle.cpp
1>nxOgre_params.cpp
1>nxOgre_material.cpp
1>nxOgre_joint.cpp
1>nxOgre_iterators.cpp
1>nxOgre_intersection.cpp
1>nxOgre_group.cpp
1>nxOgre_fluid.cpp
1>nxOgre_error.cpp
1>nxOgre_debugoverlay.cpp
1>nxOgre_debugnode.cpp
1>nxOgre_controllable.cpp
1>nxOgre_contactreporter.cpp
1>nxOgre_cloth.cpp
1>nxOgre_character.cpp
1>nxOgre_body_blueprint.cpp
1>nxOgre_body.cpp
1>nxOgre_bodies.cpp
1>Linking...
1> Creating library C:\Documents and Settings\Julius Abella\Desktop\game4\NxOgre/compiler/NxOgre.VC8/Release/lib/NxOgre.lib and object C:\Documents and Settings\Julius Abella\Desktop\game4\NxOgre/compiler/NxOgre.VC8/Release/lib/NxOgre.exp
1>Generating code
1>Finished generating code
1>Embedding manifest...
1>Performing Post-Build Event...
1>The system cannot find the path specified.
1> 0 file(s) copied.
1>Project : error PRJ0019: A tool returned an error code from "Performing Post-Build Event..."
1>Build log was saved at "file://C:\Documents and Settings\Julius Abella\Desktop\game4\NxOgre\compiler\NxOgre.VC8\Release\obj\BuildLog.htm"
1>nxOgre - 1 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

What path can't it find? I don't even know how to check.

Sigh im thinking bout just scrapping it all and reinstalling everything.

betajaen

16-01-2007 17:30:14

Either the nxogre/tutorials directory does not exist or the NXOGRE_DIR path hasn't been made.

jchmack

16-01-2007 18:32:51

Either the nxogre/tutorials directory does not exist or the NXOGRE_DIR path hasn't been made.

Ok i got RC3 to build. I didn't install the tutorials because they dont work in dagon. You may just want to include them with the RC3 source to get rid of some confusion. One last thing are there any porting notes from RC2 to RC3 because my app doesn't compile in RC3.

1>------ Build started: Project: game4, Configuration: Release Win32 ------
1>Linking...
1>Program Entry.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall nxOgre::rayCaster::~rayCaster(void)" (__imp_??1rayCaster@nxOgre@@QAE@XZ)
1>Program Entry.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall nxOgre::rayCaster::rayCaster(class Ogre::Vector3,class Ogre::Vector3,class nxOgre::scene *,float)" (__imp_??0rayCaster@nxOgre@@QAE@VVector3@Ogre@@0PAVscene@1@M@Z)
1>Program Entry.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall nxOgre::world::world(class Ogre::Root *,bool,bool)" (__imp_??0world@nxOgre@@QAE@PAVRoot@Ogre@@_N1@Z)
1>C:\Documents and Settings\Julius Abella\Desktop\game4\game4\Release\game4.exe : fatal error LNK1120: 3 unresolved externals
1>Build log was saved at "file://c:\Documents and Settings\Julius Abella\Desktop\game4\game4\game4\Release\BuildLog.htm"
1>game4 - 4 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

im betting it just a couple of lines.

jchmack

16-01-2007 19:39:44

ok i got my app to link fine. Looks like one last roadbump:

1>------ Build started: Project: game4, Configuration: Release Win32 ------
1>Compiling...
1>Program Entry.cpp
1>c:\documents and settings\julius abella\desktop\game4\game4\game4\NXOgre Abstractor.h(672) : error C2248: 'nxOgre::rayCaster::rayCaster' : cannot access protected member declared in class 'nxOgre::rayCaster'
1> c:\documents and settings\julius abella\desktop\game4\nxogre\include\nxOgre_raycaster.h(55) : see declaration of 'nxOgre::rayCaster::rayCaster'
1> c:\documents and settings\julius abella\desktop\game4\nxogre\include\nxOgre_raycaster.h(30) : see declaration of 'nxOgre::rayCaster'
1>c:\documents and settings\julius abella\desktop\game4\game4\game4\NXOgre Abstractor.h(682) : error C2248: 'nxOgre::rayCaster::~rayCaster' : cannot access protected member declared in class 'nxOgre::rayCaster'
1> c:\documents and settings\julius abella\desktop\game4\nxogre\include\nxOgre_raycaster.h(72) : compiler has generated 'nxOgre::rayCaster::~rayCaster' here
1> c:\documents and settings\julius abella\desktop\game4\nxogre\include\nxOgre_raycaster.h(30) : see declaration of 'nxOgre::rayCaster'
1>Build log was saved at "file://c:\Documents and Settings\Julius Abella\Desktop\game4\game4\game4\Release\BuildLog.htm"
1>game4 - 2 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

doesn't like me accessing raycaster like this:
mRayCaster = new rayCaster(Vector3::ZERO, Vector3::ZERO, world::getSingleton().getScene("Main"), 200);

and:
delete mRayCaster;

edit: Ahh your letting the scene handle The Raycasters now. I got it.
if anyone in the future is having similar problems. Use the scene to create your raycaster like this:
mScene->createRayCaster("mRayCaster",Vector3::ZERO,Vector3::ZERO);

This seems to make alot of the tutorial apps work with dagon too.

RC3 looking good :D. Keep up the good work Betajaen.

betajaen

16-01-2007 20:14:00

Yep, thats the code and BetaGUI which I wasn't sure was in the Dagon Application.

Don't worry, I shall be forming a elite crew of Dagon testers and developers soon for 0.6. All who are interested (min of 25 posts) apply to my PM.

Dirso

29-01-2007 19:37:29

ok i got my app to link fine. Looks like one last roadbump:

1>------ Build started: Project: game4, Configuration: Release Win32 ------
1>Compiling...
1>Program Entry.cpp
1>c:\documents and settings\julius abella\desktop\game4\game4\game4\NXOgre Abstractor.h(672) : error C2248: 'nxOgre::rayCaster::rayCaster' : cannot access protected member declared in class 'nxOgre::rayCaster'
1> c:\documents and settings\julius abella\desktop\game4\nxogre\include\nxOgre_raycaster.h(55) : see declaration of 'nxOgre::rayCaster::rayCaster'
1> c:\documents and settings\julius abella\desktop\game4\nxogre\include\nxOgre_raycaster.h(30) : see declaration of 'nxOgre::rayCaster'
1>c:\documents and settings\julius abella\desktop\game4\game4\game4\NXOgre Abstractor.h(682) : error C2248: 'nxOgre::rayCaster::~rayCaster' : cannot access protected member declared in class 'nxOgre::rayCaster'
1> c:\documents and settings\julius abella\desktop\game4\nxogre\include\nxOgre_raycaster.h(72) : compiler has generated 'nxOgre::rayCaster::~rayCaster' here
1> c:\documents and settings\julius abella\desktop\game4\nxogre\include\nxOgre_raycaster.h(30) : see declaration of 'nxOgre::rayCaster'
1>Build log was saved at "file://c:\Documents and Settings\Julius Abella\Desktop\game4\game4\game4\Release\BuildLog.htm"
1>game4 - 2 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

doesn't like me accessing raycaster like this:
mRayCaster = new rayCaster(Vector3::ZERO, Vector3::ZERO, world::getSingleton().getScene("Main"), 200);

and:
delete mRayCaster;

edit: Ahh your letting the scene handle The Raycasters now. I got it.
if anyone in the future is having similar problems. Use the scene to create your raycaster like this:
mScene->createRayCaster("mRayCaster",Vector3::ZERO,Vector3::ZERO);

This seems to make alot of the tutorial apps work with dagon too.

RC3 looking good :D. Keep up the good work Betajaen.


@jchmack: How did compile the tutorials? Any of them? Can you tell what changes you made?

Thanks a lot!!!
Dirso.

DieHard

29-01-2007 19:52:20

Kewl!

If you're done and got the "dagon app tutorial" working, then please share it for helping the community. :)

Thanks.

PS: I'll host the "dagon app tutorial" source files on my web server for people to download.

betajaen

29-01-2007 20:01:39

No, I should host them. ;)

cybereality

30-01-2007 07:37:26

Yeah, I'm having the same problem compiling the tutorials with Dagon. If anyone can post the fix or an updated include, it would be really helpful, thanks.

I get the following errors about the rayCaster and BetaGUI:
------ Build started: Project: 101.Cube on a Plane, Configuration: Release Win32 ------
Compiling...
101.cpp
c:\nxogre\tutorials\nxtutorials\common\tutorialApplicationDagon.h(679) : error C2248: 'nxOgre::rayCaster::rayCaster' : cannot access protected member declared in class 'nxOgre::rayCaster'
c:\nxogre\include\nxOgre_raycaster.h(55) : see declaration of 'nxOgre::rayCaster::rayCaster'
c:\nxogre\include\nxOgre_raycaster.h(30) : see declaration of 'nxOgre::rayCaster'
c:\nxogre\tutorials\nxtutorials\common\tutorialApplicationDagon.h(689) : error C2248: 'nxOgre::rayCaster::~rayCaster' : cannot access protected member declared in class 'nxOgre::rayCaster'
c:\nxogre\include\nxOgre_raycaster.h(72) : compiler has generated 'nxOgre::rayCaster::~rayCaster' here
c:\nxogre\include\nxOgre_raycaster.h(30) : see declaration of 'nxOgre::rayCaster'
..\101.cpp(157) : error C2653: 'BetaGUI' : is not a class or namespace name
..\101.cpp(157) : error C2061: syntax error : identifier 'Button'
Build log was saved at "file://c:\NxOgre\tutorials\NxTutorials\VC8\Release\BuildLog.htm"
101.Cube on a Plane - 4 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Dirso

30-01-2007 23:21:33

Hi,

I finally could compile the 1001.Cloth tutorial.

1) I removed mRayCaster = new ... and the delete mRayCaster
2) I add this line to the end of the start functionmScene->createRayCaster("mRayCaster",Vector3::ZERO,Vector3::ZERO);
3) Remove this line too void GUIbuttonPressed(BetaGUI::Button *ref) {}

But when I run it I get a run time error. Here is my ogre.graphics.log
21:00:55: Win32Input8: Mouse input in immediate mode initialized.
21:00:55: Win32Input8: DirectInput OK.
21:00:55: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: ResourceGroupManager::openResource
Description: Cannot locate resource arrow.png in resource group General or any other group..
File: e:\projects\ogrecvs\branches\dagon_vc8_clean\ogrenew\ogremain\src\ogreresourcegroupmanager.cpp
Line: 598
Stack unwinding: <<beginning of stack>>
21:00:55: Error loading texture arrow.png. Texture layer will be blank. Loading the texture failed with the following exception: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: ResourceGroupManager::openResource
Description: Cannot locate resource arrow.png in resource group General or any other group..
File: e:\projects\ogrecvs\branches\dagon_vc8_clean\ogrenew\ogremain\src\ogreresourcegroupmanager.cpp
Line: 598
Stack unwinding: <<beginning of stack>>
21:00:55: Texture: gui_pause.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
21:00:55: Font nxogrefontusing texture size 512x512
21:00:55: Info: Freetype returned null for character 160 in font nxogrefont
21:00:55: Texture: nxogrefontTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
21:00:55: Mesh: Loading nx.bodyguide.mesh.
21:00:55: Texture: bodyguide1m.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:00:55: Registering ResourceManager for type NxSCM
21:00:55: Mesh: Loading sphere.50cm.mesh.
21:00:55: Mesh: Loading cube.1m.mesh.
21:00:55: WARNING: Mesh instance 'nx.cloth.0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.


Any ideas?

Thanks,
Dirso

betajaen

31-01-2007 00:23:03

Seems like cloth doesn't work in Dagon, how does the rest of the tutorials fair?

Dirso

31-01-2007 01:21:56

I tried with 101. and 102. and it fails here when I click it!
void rayCaster::setOrigin(Ogre::Vector3 _origin) {
mOrigin = _origin;
}


Looks like the way I created the raycaster is not good :wink:

Thanks,
Dirso

Dirso

31-01-2007 01:26:07

I got it!!! Damn stupid mistake!!!! I'm kicking myself for that!!!!
mRayCaster = mScene->createRayCaster("mRayCaster",Vector3::ZERO,Vector3::ZERO);

I'll try all the demos. Is there any way i could send you the tutorials I fix?

Thanks a lot for your amazing work!!!
Dirso

cybereality

31-01-2007 06:45:28

Thanks a lot Dirso, those fixes worked. There were still a few that wouldnt compile, but mostly all of them that I tried seem to work fine. Nice work guys.

Dirso

31-01-2007 13:26:04

Hi,

I finally could help somebody!! I'm so happy!!! Tonight, I'm gonna test all tutorial and I'll post a report with those that worked with this simple solution and try to fix the others too - I hope I can do something more.

@betajaen: I'm in love with this library. And I'm even happier that it's free for commercial use too!!! You're a GOD! I started with Ogre and stuff a few months ago but I'm C/C++ programmer for the last 9-10years. I hope I can contribute with your amazing work someday. Thank you very much
BTW: Why cloth doesn't work with Dagon? Do you think we'll have this kind of problem with Eihort?

Thanks,
Dirso

DieHard

31-01-2007 13:43:53

Declaring myself as a representative to the NxOgre community, I would like to say good job and thanks for helping making it happen. Send the source files to "betajaen" so he can host and distribute it.

Yeah, I'm a good programmer (not the best yet). My money job is Asp.Net using vb.net language, my college's assignments is all Java, and my hobby is C++ (game developing). Thus, I'm programming in three different languages almost every week. I'm making sure I don't make a mistake programming in the wrong language yet.

betajaen

31-01-2007 13:50:50

I'm glad you fixed it and thankyou for the kind comments.

I've been working exclusive with the Eihort CVS for the last months, so I haven't tried NxOgre with Dagon since. I knew the tutorials would have problems, and I hoped everyone would be slowly migrating to Eihort anyway, but if the cloth doesn't work with Dagon then something is wrong there.

I also know, that some of the meshes are in the newer format that Dagon cannot read. So either I supply two versions of the meshes, or use the older format and ignore the errors when used in Eihort or later.

Oh, the cloth works in Eihort.

@Diehard, I've lost count how many languages I have or can program with. I think it's gone past 9 now. My current favourite is Python though.

Dirso

31-01-2007 16:10:09

Hi,

When are you planing to release a Eihort compatible version (library and tutorial)?
I'm thinking about update my first game to Eihort now b4 it gets too complex to. And since your library looks like the best (and PhisX is the real deal!!) I'll do it depending on your schedule.

Thanks a lot again,
Dirso

betajaen

31-01-2007 19:05:53

It is compatible with Eihort, else it wouldn't be very good if I just released code that didn't work with any versions of Ogre. :D

Upgrading to Eihort is relativity painless, no matter what people say, the only con I see is the mesh format version is different. So Eihort meshes won't work with Dagon or earlier. No big deal really.

cybereality

31-01-2007 23:03:17

I hoped everyone would be slowly migrating to Eihort anyway, but if the cloth doesn't work with Dagon then something is wrong there.

The cloth does work. Using Dirso's fix the 1001 cloth demo compiled and ran correctly (at least to my knowledge, it looked fine). This was using Dagon on a machine without a hardware Physx card and performance was still fine.

betajaen

01-02-2007 00:55:06

Oh it does work then. I must be getting forgetful in my old age.

Dirso

05-02-2007 21:47:45

Hi,

I tested all the tutorials with my simple solution and I got ths:

-> Working tutorials
101, 102, 103, 106, 107, 111, 116, 119, 201, 202, 204, 206, 212, 303, 304, 308x, 412x, 415, 606, xStates01, xStates02, xStates03, xStates04
305: replace line 91 mCaster = mScene->createRayCaster("mCaster", Vector3(0,0.5,0),Vector3::UNIT_X,25);

-> BetaGUI needed (I don't have it, so I didn't test those tutorial)
105, 504a

-> Raise exception on nxogre_group.cpp, line 48
803

->BetaCairo.h is missing
806

-> Application runs but freezes just after started ("loading")
504b

-> This application has requested its shutdown in an unusual way
120x

-> "CreateNodeEntity" and "mConstruct" undeclared
410

-> Raises an exception when it quits (ESCAPE key pressed)
121
void *__CRTDECL operator new(size_t size) _THROW1(_STD bad_alloc)
{ // try to allocate size bytes
void *p;
while ((p = malloc(size)) == 0)
if (_callnewh(size) == 0)
{ // report no memory
static const std::bad_alloc nomem;
_RAISE(nomem);
}

return (p);
}


-> Empty Tutorials
108, 109

-> With a stack error ("put byte in destination")
1001, 104, 114
TrailUp1:
mov al,[esi] ;U - get byte from source
;V - spare
mov [edi],al ;U - put byte in destination
mov eax,[dst] ;V - return pointer to destination
pop esi ;U - restore esi
pop edi ;V - restore edi
M_EXIT


I'll try the tutorials that doesn't compile but if any of you could give any hints it would be great!

I hope those lines help somebody,
Dirso

betajaen

05-02-2007 21:52:56

Thankyou, I'll use this list as good guide on what to fix. But 504a needs to be run first before 504b I believe.

Also we have another developer helping out who's made quite a few new fixes; Luis. He's even made me redevelop the shape system so we can have custom shape classes now. ;)

Henk

09-02-2007 16:35:25

I tried with 101. and 102. and it fails here when I click it!
void rayCaster::setOrigin(Ogre::Vector3 _origin) {
mOrigin = _origin;
}


Looks like the way I created the raycaster is not good :wink:

Thanks,
Dirso

Where would I place that? I followed the other instructions and it doesn't compile, it says

c:\nxogre\tutorials\nxtutorials\common\tutorialApplicationDagon.h(679) : error C2065: 'mScene' : undeclared identifier
c:\nxogre\tutorials\nxtutorials\common\tutorialApplicationDagon.h(679) : error C2227: left of '->createRayCaster' must point to class/struct/union/generic type

I managed to fix that by inserting "nxOgre::scene* mScene;" under "// Ogre pointer bits" into the file mentioned in the error above... now almost every tutorial compiles, but when I try to start tutorial101 (for example) I get this error

17:20:17: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: ResourceGroupManager::openResource
Description: Cannot locate resource arrow.png in resource group General or any other group..
File: ..\src\OgreResourceGroupManager.cpp
Line: 598
Stack unwinding: <<beginning of stack>>
17:20:17: Error loading texture arrow.png. Texture layer will be blank. Loading the texture failed with the following exception: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: ResourceGroupManager::openResource
Description: Cannot locate resource arrow.png in resource group General or any other group..
File: ..\src\OgreResourceGroupManager.cpp
Line: 598
Stack unwinding: <<beginning of stack>>
17:20:17: Texture: gui_pause.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
17:20:17: Font nxogrefontusing texture size 512x512
17:20:17: Info: Freetype returned null for character 160 in font nxogrefont
17:20:17: Texture: nxogrefontTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
17:20:17: Mesh: Loading nx.bodyguide.mesh.
17:20:17: Texture: bodyguide1m.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
17:20:17: Registering ResourceManager for type NxSCM
17:20:17: Mesh: Loading cube.1m.mesh.

When I add an image named arrow.png it goes a bit further but it still stops on Mesh: Loading cube.1m.mesh. and sometimes it's followed by a, b or c in different combinations.

I can see the scene start (loading and then a cube) but after that i get application error and the program shuts off. I've searched the forums for ideas on how to fix the problem, but I guess I'm out of luck at the moment :(

Sorry if my post doesn't make much sense, I stayed up til 02:00AM yesterday trying to fix it... my brain is all goey :? Also, I only have limited knowledge of C++, since most programming I've done has been in java. :oops:

betajaen

09-02-2007 17:01:39

Java is evil, but this seems Eviler. I remember some of the meshes being in the latest format which is readable by Eihort.

My only advice would be to upgrade to Eihort, which is a sensible plan anyway, I hear Eihort RC1 is out soon, and to be fair it's really stable.