just hoping some of you other guys have had these problems before
ok first of Saturn5's tut http://www.saturnlabs.net/Tutorial_Lava ... ge_00.html
ok so i create project, i munge and test to get a more or less empty world with cps/people/sky, everything works on a test so far. ok step 2 I put tga files in world1 dir and try to assign lava_05.tga to tile0, but it stays white, no change in texture, won't munge correctly.
next one is with nzy3vc's XSI tut on modeling
http://www.pcgamemods.com/12186/
Ok so i create a doorway, merge it, skin it, make a collision and a doorway_lowrez objects. I export one mesh file. I put odf in odf and tga and mesh into the odf and mesh folders. I place my door on a test map. when i munge i get
ERROR************
NO POLY COUNT for bld_lego_double_door_wall : this is very bad
No collision tree writing all zeros for bounding box!!!!
Anyway it compiles and i can run it, my door is there but i shoot right through it and if i touch it the game freezes.
tutorial problems, s.o.s
Moderator: Moderators
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gypsydevil
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CarbineImpulse
RE: tutorial problems, s.o.s
Haven't tried the XSI tutorial yet but will give it a go, as for the Urdur Hakon Lava World it worked perfectly. The only things I think it could be are that either the lava 5 tga texture needing to be applied has a typo in it when you tried to assign it to tile 0 (which would mean that Zeroeditor couldn't find it) or that the tga is in the wrong folder, again Zeroeditor wouldn't be able to find it meaning that the 0 tile would remain white. Check for typos just incase first then check that tga's are in the DataURD1/Worlds/URD1/World1 folder and it should work perfectly. Oh make absolutely sure you've got the tga's via the texture set download. One more thing that helped me and continues to do so, even with all the great mods and the ideas and stuff you see, don't try to run before you can walk. Complete Saturn's tutorial then move on to the objects, effects etc... Create new worlds to test out each new step, this way you'll know when you've solved and learn't something without having the problem of something new conflicting with something you've done before. Ie sort out texutre's etc.. then effect's and stuff seperately then put them together in a new world. Hope all that was of some use and good luck, don't give up! 
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Saturn_V
- Emperor's Hand
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RE: tutorial problems, s.o.s
Something else you could check is to try the file name as :
Lava_05.tga
and
lava_05.tga
because I remember having case-sensitive problems with command posts when I first started using Zeroedit... cp1 would not be recognised as CP1... the capital L could be making a difference so check in windows explorer or the texture zip file how the filename is set up.
Try assigning other textures to the texture slots and see if they appear in the slots.
Let me know if you succeed or if you need more help.
Cheers,
Sat
Lava_05.tga
and
lava_05.tga
because I remember having case-sensitive problems with command posts when I first started using Zeroedit... cp1 would not be recognised as CP1... the capital L could be making a difference so check in windows explorer or the texture zip file how the filename is set up.
Try assigning other textures to the texture slots and see if they appear in the slots.
Let me know if you succeed or if you need more help.
Cheers,
Sat
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Qdin
- Old School Staff
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RE: tutorial problems, s.o.s
well, that might be it
I hope you have it fixed again Gypsy
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gypsydevil
thanks for all the help so far still no luck, the texture munge blows up on URD1.TEX. here is whats in the lava assests from the tut
lava_01.tga.option
lava_02.tga.option
lava_03.tga.option
lava_04.tga.option
lava_05.tga.option
lava_06.tga.option
lava_07.tga.option
Lava_05_detail.tga
URD1.fx
Now ive put the \DataURD1\Worlds\URD1\World1 dir
Ok now i notice that there is no lava_05.tga, just a lava_05.tga.option, I guess whats happening is that there is one texture file, and the option files map to different parts of it?
is this right?
Also that is a capital Lava_05_detail.... while all the rest are lowercase.
are those assets right? with those files will it work if i try to load a texture lava_05.tga?
also if i use Lava_05_detail.tga it does display a texture but....its light gray, almost white.
I'm almost getting the feeling that i'm supposed to extract my own textures or something and that the assets in the tut are just an example i guess?
lava_01.tga.option
lava_02.tga.option
lava_03.tga.option
lava_04.tga.option
lava_05.tga.option
lava_06.tga.option
lava_07.tga.option
Lava_05_detail.tga
URD1.fx
Now ive put the \DataURD1\Worlds\URD1\World1 dir
Ok now i notice that there is no lava_05.tga, just a lava_05.tga.option, I guess whats happening is that there is one texture file, and the option files map to different parts of it?
is this right?
Also that is a capital Lava_05_detail.... while all the rest are lowercase.
are those assets right? with those files will it work if i try to load a texture lava_05.tga?
also if i use Lava_05_detail.tga it does display a texture but....its light gray, almost white.
I'm almost getting the feeling that i'm supposed to extract my own textures or something and that the assets in the tut are just an example i guess?
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Saturn_V
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you are missing the zip file with the actual lava textures. I originally released the lava textures, then made the tutorial to show hoiw to use them, then released the support files which contain things like option and fx files.
Get the textures here:
http://www.saturnlabs.net/download.html
Hopefully this will sort the problem out.
Cheers,
Sat
Get the textures here:
http://www.saturnlabs.net/download.html
Hopefully this will sort the problem out.
Cheers,
Sat
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gypsydevil
sigh......
dang ...I'm so dumb....k thanks a lot guys that seems to work great now...I'll be back with more questions later !!!!!!!!!!!!!!!!!!!! oh and if anyone has any bright ideas about why my xsi door crashed when faced with collision that'd be great, for now, back to the basics 
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Saturn_V
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RE: sigh......
Good, drinks all round!
Read the BFBuilder documentation (Art&Design Guide) to find out how to make correct collision objects and watch for errors in the munge window.
Read the BFBuilder documentation (Art&Design Guide) to find out how to make correct collision objects and watch for errors in the munge window.
