Broken factory prop/building

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IndianaJoe
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Broken factory prop/building

Post by IndianaJoe »

hello, I used milkshape to make this AT-TE factory:
Hidden/Spoiler:
Image
Image
I know how to implement ms3d's and turn them into mesh's (I'm Impspy's milkshape using little brother :mrgreen: )
In Zeroedit:
Hidden/Spoiler:
Image
but in game there is just the blank map... no geometry, no nothing.

Code: Select all

 the error log looks like this: Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(539)
Prop "factory" geometry "factory" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(921)
Prop "factory" not built: "ALL YOUR MODEL ARE BELONG TO US."
but the weird thing is the msh is called "factory"
Hidden/Spoiler:
Image
as you cn see in the pic

odf:

Code: Select all

 [GameObjectClass]		

ClassLabel		=	"prop"
GeometryName	=	"factory.msh"


[Properties]		

GeometryName	=	"factory"
FoleyFXGroup    = "metal_foley"
this is a wip (don't mind the crap textures)
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DarthD.U.C.K.
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Re: Broken factory prop/building

Post by DarthD.U.C.K. »

weird...
maybe its caused by the space in the tunnel wall texture (i suppose) the factury may use
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Re: Broken factory prop/building

Post by Fluffy_the_ic »

Are you placing it in ZE using a building ODF or by placing it with the msh file? Because you need to use the ODF to place it.
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Re: Broken factory prop/building

Post by IndianaJoe »

I am using the ODF. I created it by just editing a standard ODF and adding my data, I know this works, because it worked on my bunker. this hurts my brain! :runaway:
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Re: Broken factory prop/building

Post by DarthD.U.C.K. »

did you try renaming the texture?
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Re: Broken factory prop/building

Post by Maveritchell »

I hate to be so vague (the truth is that I don't have a better answer for you) - but it sounds just like other bad .msh exports I've seen before. As long as you're sure the way you're exporting can work, I would just suggest reexporting. If you're unsure if what you're trying to do will work, I would suggest tweaking your procedure for converting your model.
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Re: Broken factory prop/building

Post by IndianaJoe »

the munge error log says:

Code: Select all

ERROR[PC_modelmunge msh\factory.msh]:Model has 64 Bones, MAX is 64
   1 Errors    0 Warnings
but the model doesn't even have a skeleton... is this major? and could it be whats wrong?
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Re: Broken factory prop/building

Post by Frisbeetarian »

Since you reexported it, the problem is probably not with how you exported it (since you said you used the same method before and the model worked satisfactorily in game). It would seem than that the problem lies in the differences between this model and the one you got to work before. Assuming nothing is animated, we know for a fact that using at the very least, using Rep's exporter, a file that has been exported as a Wavefront OBJ and then imported back satisfactorily sets up a model to be put in game. I'd say that if you do this, then run your model through your exportation process again, then it should work.

Sidenote:
IndianaJoe wrote:but the model doesn't even have a skeleton... is this major? and could it be whats wrong?
Yes

Keep in mind that if you get an error, like the last one you showed, in the munge log, then there is going to be something wrong in game, and it is pointless to get errors from the BFront2.log.
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Re: Broken factory prop/building

Post by IndianaJoe »

I make them ingmae like this: I build my models with milkshape, export as a text, import into Bconstructor, save as a mesh, hijack an odf, and put it in game.

I now have something more perplexing, to see if it was just my model, I added a bunch of random props:
Hidden/Spoiler:
Image
and ingame:
Hidden/Spoiler:
Image
the factory just dissapeared, and even in zeroedit, when I added an updated msh, it's still invisible.
BTW: that gray thing in front of me is a bunker I made using the smae method, and it doesn't have a skeleton, however, it is 1 peice, should i merge the factory into 1 piece?

UPDATE: new error on updated model

Code: Select all

WARNING[PC_modelmunge msh\factory.msh]:factory has 15916 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
this problematic as well?
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Re: Broken factory prop/building

Post by DarthD.U.C.K. »

warnings can usually be ignored, if you munge shipped sides you get a bunch of them
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Re: Broken factory prop/building

Post by Maveritchell »

IndianaJoe wrote:BTW: that gray thing in front of me is a bunker I made using the smae method, and it doesn't have a skeleton, however, it is 1 peice, should i merge the factory into 1 piece?
It would be worth your time to at least try. If you got something to work once, that's great - it gives you a baseline "working" condition. Everything else you try should be tried under as similar conditions as possible - so having one merged mesh might be ideal.
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Re: Broken factory prop/building

Post by IndianaJoe »

ugh, still no luck, and I screwed up the map seeing if anything worked... i think I'm gonna have to try again, in smaller parts
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Re: Broken factory prop/building

Post by Frisbeetarian »

Did you try what I suggested?
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Re: Broken factory prop/building

Post by IndianaJoe »

I did try exporting and importing an obj. it imported fine...
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Re: Broken factory prop/building

Post by Frisbeetarian »

I don't think you understood what I was saying. Export as OBJ and import, like you did. After that, run this new scene through your export process to mesh and see if it works.
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Re: Broken factory prop/building

Post by IndianaJoe »

I did all that, itnow shows up in zeroedit:
Image

but no ingame...
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Re: Broken factory prop/building

Post by DarthD.U.C.K. »

did you try removing the space from the name of one texture?
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Re: Broken factory prop/building

Post by RepSharpshooter »

DarthD.U.C.K. wrote:did you try removing the space from the name of one texture?
Certainly worth a try, because strings are null terminated. Like when typing text into a command line input, it only takes the first word if you use spaces.
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Re: Broken factory prop/building

Post by IndianaJoe »

the material with a space is actually one I am not using... all the ones I am using are one word: hangarfloor, factoryfloor etc.
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