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Sith Trooper... again.

Posted: Tue Jul 17, 2007 7:58 pm
by Maveritchell
What exactly is up with the Sith trooper?

I'll list my errors, but they're the same as any of this thread's four or so predecessors listed.

The problem that this error indicates, I believe, is not that it's not reading the model but that it's not reading a model.

Code: Select all

ERROR[levelpack jed.req]:Expecting bracket, but none was found.
File : munged\pc\jed_inf_sithtrooper.lvl.req(1)...

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

ucft <--

   2 Errors    0 Warnings
I'm starting with a working .odf - I merely swapped in the lines for the Sith trooper's mesh for the stormtrooper's mesh. There's no reason this model shouldn't work, as I already fixed the texture (it needed to be resaved less RLE compression), and the mesh opens, with the texture, in 3D Object Viewer.

Creating a new side for it doesn't work - not that it should, since there's no difference between doing that and adding the mesh to another modded side. Cleaning doesn't work. I'd like to say that someone mentioned how they got it to work after having these problems (which obviously have precedent), but the threads just end; no resolution at all.

Anyone who knows what problems I'm talking about and can offer advice, please do.

RE: Sith Trooper... again.

Posted: Tue Jul 17, 2007 8:12 pm
by Teancum
Did you by chance stop the munge at all? The Sith Trooper is one of those models that can take up to a couple of hours to munge.

Posted: Tue Jul 17, 2007 8:20 pm
by Maveritchell
No, I never stop munges. It didn't take any longer than a normal munge, either (~3 min). I assume that's suspect, then?

Posted: Tue Jul 17, 2007 8:56 pm
by Teancum
Yeah, probably so. I'll see if I can find the files I had.

Posted: Tue Jul 17, 2007 9:54 pm
by Maveritchell
Teancum wrote:Yeah, probably so. I'll see if I can find the files I had.
I'd love it if you could. This mesh is driving me up a wall.

Posted: Tue Jul 17, 2007 10:33 pm
by Teancum

Posted: Tue Jul 17, 2007 10:45 pm
by Maveritchell
Looks like the same issue. Gets the same results when munging, and it's the same size as the mesh I've got: appx. 220kB

Appreciate the attempt, though.

Posted: Wed Jul 18, 2007 3:48 pm
by Maveritchell
Ok. I've now got a working sith trooper ingame, and for anyone in the future with problems, let me outline how I fixed it.

1) You need the 218 kB sith trooper (last modified Apr 12), and not the 226 kB sith trooper (modified Jan 7).

2) You can still mess up the correct trooper model! Not all .odfs have this line, which is why in the past switching .odfs has helped some people:
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "sth_inf_sithtrooper.msh"

[Properties]

GeometryName = "sth_inf_sithtrooper"
GeometryLowRes = "sth_inf_sithtrooper"
The geometryname line under GameObjectClass must be there, even though normal .odfs usually work without it. I can't say why, but it needs it. Anything else can be changed. It obviously doesn't matter what the file's called, or what side it's in.

Hope this helps!

Posted: Wed Jul 18, 2007 7:17 pm
by Teancum
Can you PM that file to me bro? I have to rebuild the KotOR side and can't without the correct version.

Posted: Thu Jul 19, 2007 2:30 pm
by Qdin
what? O.O

I thought GeometryName WAS needed :P no WONDER I never got any problems with it.. GeometryName is my highest priority (and because it's placed in the top :D)

By looking at it, I can conclude one single thing...:
That's the only place in your .odf where you specifically actually TELLS what .msh file it needs to use.. the other's GeometryName and GeometryLowRes (under Properties) are most likely reffering to the mesh used INSIDE the compiled .MSH*

Doesn't this seem right? :P

or probably for collision or whatever... don't know for sure :)

and why does people always use the outdated versions? :roll: lol

but wasn't my theory pretty good? :P

Posted: Thu Jul 19, 2007 3:40 pm
by Teancum
[GameObjectClass]
ClassParent = "com_inf_default"
GeometryName = "sth_inf_sithtrooper.msh"

[Properties]

GeometryName = "sth_inf_sithtrooper"
GeometryLowRes = "sth_inf_sithtrooper"
The red one specifies the Geometry shown in ZeroEdit (in case you're placing them one-by-one. The one under properties is for in-game.

Posted: Sat Jul 21, 2007 7:27 pm
by Qdin
interesting... :P

we all learn something new each day :) I'll prolly forget it in a week or two :P

So under properties, is that reffering to the file it's gonna look for then?