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.req problem
Posted: Fri Aug 09, 2013 9:02 pm
by Lorul1
Okay so I downloaded this
forums/viewtopic.php?f=64&t=25926&start=0 and when I was looking through it I saw the republic command bridge (aka the place were you start out In Lego Star Wars 3). anyways I converted the msh into an odf ,put it in zeroedit, munged and I got a .modle.req error (according to my munge log). I searched gametoast and found this
http://www.gametoast.com/forums/viewtop ... .modle.req .I don't know if its a modeling problem because I have no experience with modeling. If anyone would like to try to get the object in their game to understand the problem the msh is called commandbridge.msh once again located here
forums/viewtopic.php?f=64&t=25926&start=0 .If this is a modeling problem I'm sorry this post is not in the right forum also then would somebody use their "modeling magic" (put it through xsi or whatever you do) to filter out what is creating this problem. Thanks.
Re: .req problem
Posted: Sat Aug 10, 2013 2:21 pm
by Noobasaurus
How exactly did you go about converting the .msh to a .odf? Becuase if you deleted the .msh then it won't work.
Inside an odf usually a model is referenced. The model that you are referencing is a .msh. If you deleted the .msh, the model will not work. So check if you've got your .msh in the correct place.
Re: .req problem
Posted: Sat Aug 10, 2013 11:50 pm
by Lorul1
Oh i used pfwskips ofd creator to get the objects in game like the download page said. The word convert was a poor choice of words i used its more like create. Sorry I dident make that clear. Oh and one more thing I've gotten other models from starwars the clone wars to work but its just the republic bridge that giving me problems.

Then I guess it very well could be a modeling problem. But hey I'm not to sure.

Re: .req problem
Posted: Sun Aug 11, 2013 1:21 pm
by Noobasaurus
Since you said that other models work, then it's probably just that one. On the forum post about those models, Ace said:
AceMastermind wrote:The msh files have not been prepared for SWBF1 or 2, use at your own risk.
So that basically means that some models may or may not work. It seems that you've found one that doesn't work.
Re: .req problem
Posted: Sun Aug 11, 2013 7:59 pm
by Lorul1
is there any way to get it to work ?
Re: .req problem
Posted: Sun Aug 11, 2013 11:47 pm
by Noobasaurus
Post the error that's in the munge log please. Someone may know what it means.
Re: .req problem
Posted: Wed Aug 14, 2013 3:44 pm
by Lorul1
ok my munge log once i put the odf ingame
so i used my windows 8 search feature and found the commandbridge.model.req it was in:
Data_***/_build/worlds/***/munged/pc
I opened commandbridge.modle.req and found the words: ucft
so I opened a diffrent .modle.req file (it was the hoth_prop_crate.modle.req i believe) then i deleted the text inside the commandbridge.modle.req, took the text fron the hoth_prop_crate req. , then pasted it the commandbridge.modle.req

in simple terms i copied the hoth_prop_crate.modle.req, pasted it in the same folder, and renamed it to commandbridge.modle.req.
now commandbridge.modle.req contains this:
i munged and got this:
i tried cleaning and that dident work i also tried changing the words "hoth_prop_crate" after "texture" to "commandbridge".
Re: .req problem
Posted: Thu Aug 15, 2013 1:30 am
by AceMastermind
That model is 21677 triangles and is too heavy for our modding tools to process, you'll need to import it in Softimage and break it up.