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pc_ModelMunge.exe is ruining my day

Posted: Sat Dec 10, 2011 6:45 pm
by Bob
Hidden/Spoiler:
Image
It crashes whenever I try to munge a certain custom model, the other custom models work perfectly (it's a turret).
The mungelog:
Hidden/Spoiler:
WARNING[PC_modelmunge msh\shp_cruiser_blu.msh]:shp_cruiser_blu has 1162 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
ERROR[levelpack req\shp_cruiser_blu.req]:Expecting bracket, but none was found.
File : munged\pc\shp_cruiser_blu.model.req(1)...

ucft <--
ERROR[levelpack req\shp_cruiser_blu.req]:Expecting bracket, but none was found.
File : munged\pc\shp_cruiser_blu.model.req(1)...

ucft <--

2 Errors 0 Warnings
The model itself seems to be okay, I checked it a couple of times and there's nothing odd...

Re: pc_ModelMunge.exe is ruining my day

Posted: Sat Dec 10, 2011 6:49 pm
by DarthD.U.C.K.
there must be smething wrong with the model if it crashes modelmunge. did you hexedit it somehow and how many polys does it have?

Re: pc_ModelMunge.exe is ruining my day

Posted: Sat Dec 10, 2011 6:53 pm
by Bob
Nothing is hex edited, everything is pure XSI work. How do I count (or let XSI count) the polys?

Re: pc_ModelMunge.exe is ruining my day

Posted: Sat Dec 10, 2011 7:02 pm
by DarthD.U.C.K.
in one viewport if you click on the eyesymbol on the upper border you can activate selection info. that will display the triangles of the selected object.

Re: pc_ModelMunge.exe is ruining my day

Posted: Sat Dec 10, 2011 7:05 pm
by Bob
Thanks, there are exactly 888 polys. But I have already a model with 1244 ingame, so it can't be to many.

Re: pc_ModelMunge.exe is ruining my day

Posted: Sat Dec 10, 2011 7:47 pm
by DarthD.U.C.K.
yes, thats not the problem.
you cna try exporting all objects as obj and reimport them. that sometimes solves problems that only appear in battlefront.

Re: pc_ModelMunge.exe is ruining my day

Posted: Sat Dec 10, 2011 8:47 pm
by Bob
Didn't work, but I found out (by playing around with the msh.option) what part of the model is causing the grief. It are the aimer_y1 and the aimer_y2.
Hierachy:
Hidden/Spoiler:
ImageImage
Both are located directly under the DummyRoot (in the hierachy, not the model).

Re: pc_ModelMunge.exe is ruining my day

Posted: Sun Dec 11, 2011 5:57 am
by DarthD.U.C.K.
the hierarchy looks alright. how did you find out that the aimers cause the problem?

Re: pc_ModelMunge.exe is ruining my day

Posted: Mon Dec 12, 2011 12:09 pm
by Bob
I munged the model without it's msh.option (and thus without -keep aimer_y1 aimer_y2) and it worked perfectly (the turrets didn't move though). Then I added and removed aimers from the msh.option's -keep list to find out wich of them is evil.
But I still don't know whats wrong with them.

Re: pc_ModelMunge.exe is ruining my day

Posted: Mon Dec 12, 2011 1:25 pm
by DarthD.U.C.K.
hmm, that is really weird..
could you export your scene with crosswalk to xsi 5.0 text and send it to me? ill have a look at it then.

edit: i can munge it without problems, this is the msh.option:

Code: Select all

-keep aimer_ll aimer_lr aimer_y1 aimer_y2
are those the ones that crash modelmunge for you?

Re: pc_ModelMunge.exe is ruining my day

Posted: Mon Dec 12, 2011 1:33 pm
by Bob
Don't forget to put in the x-aimers. But the y-aimers are the ones that crashed my munge.

Re: pc_ModelMunge.exe is ruining my day

Posted: Mon Dec 12, 2011 2:15 pm
by DarthD.U.C.K.
still no mungerror. you could redo these nulls and reexport the model, maybe it will work then. i cant see any proper cause for this so it might be just a random bug.

Re: pc_ModelMunge.exe is ruining my day

Posted: Mon Dec 12, 2011 2:42 pm
by Bob
I'll just redo the whole model (I don't like the current model that much, so it's not a big loss)