Weird Rotation Problem

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sawyerdk9

Weird Rotation Problem

Post by sawyerdk9 »

This seems to happen on every map I make, but one. I start the level and the objects I have put down are rotated like 180 degrees

one thing I see when the levels munging is "Warning: ReduceTerrainTextureUsage: Corner Discontinuity" don't know what this means
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Post by SteveK14 »

add this line to the config.ini file in the datamodid folder:

FlipModelX = 1

For example:

[default]
startWindowed = 1
windowWidth = 1024
SkipLA = 1
windowHeight = 768
screenFormat = 0
refreshRate = 0
maximizeWindow = 0
includeProperties = 0
journalMode = 0
valueMode = 0
valueLevel = 2
handleException = 0
doMouse = 1
showMsg = 0
msgWidth = 300
EOLocalLocked = 0
DefNavSpeed = 5
LoadLastWorld = 1
UseLayers = 1
LayerWindowX = 832
LayerWindowY = 0
ConfirmExit = 1
EnableEncounterODFSearch = 1
LayerWindowAutoSwitchSelect = 1
LayerSelectAlwaysOnTop = 1
MinLayerWindowWidth = 545
MinLayerWindowHeight = 306
ShowGroupsAtStartup = 0
ShowLayersAtStartup = 0
UseSlowcollision = 0
CheckWritableLayersAtLoad = 1
FlipModelX = 1


If you add it to the one in the datamodtemplate folder, ant other maps you make will have it in the config file already.

Steve
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Post by Ace_Azzameen_5 »

Hey, is this the same as my error where some objects are in the wrong place (a cave system gets torn apart) and a few buildings are mirrored. It happens every second time I use zeroedit after restoring the datamodid folder and then adding a backed up worlds/modid folder. (so basically it seems to have to do with a file in the datamodid folder but NOT in the worlds folder getting messed up everytime I use zeroedit)
sawyerdk9

Post by sawyerdk9 »

Ace, that also happens to me. I also have a problem where the terrain is off in game from where it is in the editor
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Post by SteveK14 »

Ace_Azzameen_5 wrote:Hey, is this the same as my error where some objects are in the wrong place (a cave system gets torn apart) and a few buildings are mirrored. It happens every second time I use zeroedit after restoring the datamodid folder and then adding a backed up worlds/modid folder. (so basically it seems to have to do with a file in the datamodid folder but NOT in the worlds folder getting messed up everytime I use zeroedit)
It's possible.


Steve
sawyerdk9

Post by sawyerdk9 »

wait steve, I put FlipModelX = 1 into that file and once I do the level will not load.
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Post by SteveK14 »

sawyerdk9 wrote:wait steve, I put FlipModelX = 1 into that file and once I do the level will not load.
config.ini in the root folder of your modid.

Example: C:\BFBuilder\DataTEMPLATE folder, the config.ini that is THERE.

Are you running Zeroedit from the Modid folder or from the BFbuilder root folder?
sawyerdk9

Post by sawyerdk9 »

I have a problem with my computer capability for zeroeditor so I run it from 3D Analyze. It's a program where you can do force TnL and stuff.
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Post by SteveK14 »

sawyerdk9 wrote:I have a problem with my computer capability for zeroeditor so I run it from 3D Analyze. It's a program where you can do force TnL and stuff.
I have no idea what you are talking about, sorry.

Steve
sawyerdk9

Post by sawyerdk9 »

Its a program that lets me run zeroeditor on my computer
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Post by SteveK14 »

sawyerdk9 wrote:Its a program that lets me run zeroeditor on my computer
Still, I am not familiar with that program and only know from experience of running it normally that what I told you fixes the rotation problem.

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Post by Ace_Azzameen_5 »

Did I tell you that? Any some graphics cards don't have this 'tnl' thing something about lighting, and it case battlefront not to have skies. Before 3da, Jabba's must have been Sawyerdk's favorite map(from pandemic) Apparently Zeroedit won't run without it.

3da is a program that has a bunch of checkboxes for normally invisible settings, some of which appear to cause certain aspects of 3d rendering(TnL) to be done by the main CPU(software rendering?) instead of the VPU(I guess) but not all rendering(?) like the windows settings in troubleshooting section of advanced display properties.

Sawyer just launches Zeroedit from 3da (like a shortcut)

What steve wants to know is what directory you set 3da to use for zeroedit.exe etc
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Post by Teancum »

Yeah, wherever ZeroEdit.exe you run is -- that's where you'll find config.ini which needs to have the line added.
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Post by SteveK14 »

Teancum wrote:Yeah, wherever ZeroEdit.exe you run is -- that's where you'll find config.ini which needs to have the line added.
If you run Zeroedit from the BFBuilder root folder you can load/open all the maps including the worlds in the assets folder. It uses a lot of memory for that and is not advisable because it catalogues the assets on a first-come-first serve basis. Meaning that if there is a msh or odf the map needs, it will call it from the first place it finds it, which MAY be in the assets folder, not your map folder.

If you run zeroedit from within your map folder, it will only load your map. Also if you used the example I gave earlier, that config "loads last map" Which means that it will automatically load the last map you used in zeroedit. BUT, if that map wasn't in the "tree" for that instance of zeroedit, it will not load it automatically. You need to load it manually.

Be careful with the above config. It also saves as the last map used. If you work on one map. save it, move to another one, then save it, it will save it as the last map you used, not the present one. Even if you are running zeroedit from another location, it still uses the last map saved.

Steve
sawyerdk9

Post by sawyerdk9 »

Ok to Ace: yes you did tell me that, and actually my sky used to not show up but then I upgraded my graphics card and from then on I have been seeing the lovely skies.

TO Steve: I run the zeroeditor.exe from inside the ModID folder. Also when you told me to put "FlipModelX = 1" into the config file should X=the file that I want flipped

ex. FlipModelkas1_prop_dock = 1 ????
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Post by Teancum »

no...just FlipModelX = 1 --that's all you need.
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Post by SteveK14 »

sawyerdk9 wrote:Ok to Ace: yes you did tell me that, and actually my sky used to not show up but then I upgraded my graphics card and from then on I have been seeing the lovely skies.

TO Steve: I run the zeroeditor.exe from inside the ModID folder. Also when you told me to put "FlipModelX = 1" into the config file should X=the file that I want flipped

ex. FlipModelkas1_prop_dock = 1 ????
No, just the line I gave you in the example.
sawyerdk9

Post by sawyerdk9 »

whatever I don't really care. I put the kas dock (the big ones in kashyyyk docks or whatever) and a pier on it and the pier was switched 180 so I just put it the opposite way and it's fine. some objects do that and some don't. It's weird. sometimes objects move sideways to. any ideas
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