Page 1 of 1

CDEF Re-release/Tusken Cycler Release

Posted: Thu Jun 25, 2009 2:45 am
by CodaRez
EDIT: OK re-aligned the hp_fire and got rid of those useless input objects. Still, the CDEF working is a bit shaky...

DL LINK: http://www.filefront.com/13951626/undefined
Now this is a beta cus of 2 reasons:

-It hasn't been tested in-game yet(custom sides don't work for me...)

-And the texture is REALLY basic, no big detail WHATSOEVER

And I hope you guys don't mind theres no collision and lowrez(unnecessary?). There is a shadowvolume however :)

But still, if anyone can give me a favor of actually testing it to see that it works, and post screenies that would be nice.

For now, all the screenies I ahve is THIS of the model in XSI:
Hidden/Spoiler:
Image
All that still applies, and the pic is the same, i didn't do fancy textures again, sorry :P

ON TO THE NEXT ONE:

Tusken Cycler:

Ok, SLIGHTLY better texture for this, but again it hasn't been tested, (no luck for me :()

DL LINK: http://www.filefront.com/13957521/undefined EDIT:(this ones got a thinner barrel)

Now I wouldn't say its the art worthy for a museum, but it beats the LAST one:
Hidden/Spoiler:
Image
Not quite aiming for it still though...:
Hidden/Spoiler:
Image
Ah well...

Hope this one day gets used by tusken heavy tat maps(hopefully)

Anyway:
Well enjoy all.

And have a nice day. :cantina:

Re: BETA CDEF pistol release

Posted: Thu Jun 25, 2009 9:55 am
by Fiodis
Not bad, but from what I can see you may want to move it so that the hp_active is slightly above and in front of the trigger. Right now I think it'll show up as the clone holding the (for want of a better word) trigger handle rather than the trigger itself.

Re: BETA CDEF pistol release

Posted: Thu Jun 25, 2009 10:16 am
by CodaRez
Ok, will work on that, but I'll hear a bit more comments before i patch it all up in 1 go.

That is, if I remember... :angel:

Re: BETA CDEF pistol release

Posted: Thu Jun 25, 2009 1:13 pm
by Fiodis
To elaborate further, I think I saw Maveritchell post somewhere that it helps to think of the hp_active as the spot where the knukle of the right index finger will go. I've set up all my weapons that way and they turned out fine.

Re: BETA CDEF pistol release

Posted: Fri Jun 26, 2009 4:40 am
by sampip
CodaRez wrote:
Now this is a beta cus of 2 reasons:

-It hasn't been tested in-game yet(custom sides don't work for me...)

-And the texture is REALLY basic, no big detail WHATSOEVER
:? i can see that...,i think you need to try to get your custom sides to work so you can test, because i got this in my munge log:
Hidden/Spoiler:
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:NO POLY COUNT FOR com_weap_cdef: THIS IS VERY BAD
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:Unable to write collision tree nodes, no tree exists
3 Errors 0 Warnings

ERROR[PC_texturemunge msh\com_weap_cdef.tga]:TextureMunge(com_weap_cdef:399x379x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\com_weap_cdef.tga]:TextureMunge(com_weap_cdef:399x379x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
and the texture woudn't work ingame anyway due to the last two errors. sorry :(
it definitely looked like a good model though.

Re: BETA CDEF pistol release

Posted: Fri Jun 26, 2009 4:42 am
by DarthD.U.C.K.

Code: Select all

ERROR[PC_modelmunge msh\com_weap_cdef.msh]:NO POLY COUNT FOR com_weap_cdef: THIS IS VERY BAD
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:Unable to write collision tree nodes, no tree exists
3 Errors 0 Warnings
you get this normally when your models hirarchy is somehow wrong
are all objects you want to export child of the dummyroot?

Re: BETA CDEF pistol release

Posted: Fri Jun 26, 2009 11:00 am
by CodaRez
Yes, well the shadowvolume is a child of the main mesh(the gun model), though the main mesh is itself a child of dummyroot. Must the shadowvolume be DIRECTLY a child of the dummyroot?

It blabbers about collisions back in the log too, so I could make a collision as well.
sampip wrote:
CodaRez wrote:
Now this is a beta cus of 2 reasons:

-It hasn't been tested in-game yet(custom sides don't work for me...)

-And the texture is REALLY basic, no big detail WHATSOEVER
:? i can see that...,i think you need to try to get your custom sides to work so you can test, because i got this in my munge log:
Hidden/Spoiler:
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:NO POLY COUNT FOR com_weap_cdef: THIS IS VERY BAD
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:Unable to write collision tree nodes, no tree exists
3 Errors 0 Warnings

ERROR[PC_texturemunge msh\com_weap_cdef.tga]:TextureMunge(com_weap_cdef:399x379x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\com_weap_cdef.tga]:TextureMunge(com_weap_cdef:399x379x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
and the texture woudn't work ingame anyway due to the last two errors. sorry :(
it definitely looked like a good model though.
If you can post your req, lua and side.req maybe I could see I make em work. What kinda model you tried to attach it too? Stormie?

Re: BETA CDEF pistol release

Posted: Fri Jun 26, 2009 12:04 pm
by RogueKnight
CodaRez wrote:Yes, well the shadowvolume is a child of the main mesh(the gun model), though the main mesh is itself a child of dummyroot. Must the shadowvolume be DIRECTLY a child of the dummyroot?

It blabbers about collisions back in the log too, so I could make a collision as well.
sampip wrote:
CodaRez wrote:
Now this is a beta cus of 2 reasons:

-It hasn't been tested in-game yet(custom sides don't work for me...)

-And the texture is REALLY basic, no big detail WHATSOEVER
:? i can see that...,i think you need to try to get your custom sides to work so you can test, because i got this in my munge log:
Hidden/Spoiler:
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:NO POLY COUNT FOR com_weap_cdef: THIS IS VERY BAD
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:Unable to write collision tree nodes, no tree exists
3 Errors 0 Warnings

ERROR[PC_texturemunge msh\com_weap_cdef.tga]:TextureMunge(com_weap_cdef:399x379x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\com_weap_cdef.tga]:TextureMunge(com_weap_cdef:399x379x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
and the texture woudn't work ingame anyway due to the last two errors. sorry :(
it definitely looked like a good model though.
If you can post your req, lua and side.req maybe I could see I make em work. What kinda model you tried to attach it too? Stormie?
Nothing you asked for has anything to do with those errors. It seems your mesh has no poly count, and the texture needs to be a power of two, although there are more errors, I'm not sure about them.

Re: BETA CDEF pistol release

Posted: Fri Jun 26, 2009 12:28 pm
by DarthD.U.C.K.
about the other errors:
DarthD.U.C.K. wrote:

Code: Select all

ERROR[PC_modelmunge msh\com_weap_cdef.msh]:NO POLY COUNT FOR com_weap_cdef: THIS IS VERY BAD
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\com_weap_cdef.msh]:Unable to write collision tree nodes, no tree exists
3 Errors 0 Warnings
you get this normally when your models hirarchy is somehow wrong
are all objects you want to export child of the dummyroot?
the polycount error comes from the wrong hirarchy

Re: BETA CDEF pistol release

Posted: Sat Jun 27, 2009 8:06 pm
by CodaRez
OK, hierachy pic:

Image

See anything outta place?

Re: BETA CDEF pistol release

Posted: Sat Jun 27, 2009 11:25 pm
by Grev
CodaRez wrote:
See anything outta place?
No I don't thin- OH MY GOSH! ZOMBIES! Oh, nope, never mind.

Looks good, although i'd say I'm no hierarchy expert.

Re: BETA CDEF pistol release

Posted: Sat Jun 27, 2009 11:40 pm
by RepSharpshooter
What's with the ridiculous amount of hidden primitives and objects? You should merge all visible mesh into 1 object, so you end up with something like this:
  • Dummyroot
    • Pistolmesh
    • hp_active
    • hp_fire
    • sv_pistol
It's not a rule per say, but it will eliminate tons of variables and keep things simple.

Re: BETA CDEF pistol release

Posted: Thu Jul 02, 2009 3:26 am
by CodaRez
Look up, there's some new stuff.

Re: CDEF Re-release/Tusken Cycler Release

Posted: Thu Jul 02, 2009 9:49 pm
by RevanSithLord
Anymore SWG stuff/things that weren't completely looked on in the Saga you plan on making? Nice work.

Re: CDEF Re-release/Tusken Cycler Release

Posted: Fri Jul 03, 2009 12:44 pm
by CodaRez
Well per say in the movie the tusken cycler was seen everywhere there were...well..tuskens.(check out Phantom Menace and ANH, if you look closely) JA had them too. :P

And yeah, I may have more tricks up my sleeve


EDIT: OK I managed tog et luck with custom sides(FINALLY) but the prob NOW is as highlighted earlier the weaps don't work. And according to the darth D.U.C.K its becus of hierarchy.

So if anyone is as so kind as to post a pic of a typical(working) custom weapon hierarchy in XSI ehre for me?(like I did a few posts up, which could still give clues :P)

Re: CDEF Re-release/Tusken Cycler Release

Posted: Sat Jul 04, 2009 5:07 pm
by RevanSithLord
If you take PM requests on weapons, that'd be neat. I got a huge section of weapons I can link you to if your interested. :P

And true, bout the Tusken cycler. Rofl. Those were used everywhere. Including SWG. Those were common loot. Most notably on Tatooine, but that should be a given.

Re: CDEF Re-release/Tusken Cycler Release

Posted: Sat Jul 04, 2009 5:17 pm
by Fluffy_the_ic
Just so you know, you don't need an hp_active. I haven't used one since my screwed up gun that turned out sideways. Just place the handle where the dumyroot is. I always import the rep sniper rifle to help place it.

Re: CDEF Re-release/Tusken Cycler Release

Posted: Sat Jul 04, 2009 8:55 pm
by CodaRez
Hp_active=useless

And I found out that the sv isn't needed either.

Well, jobs getting simpler.

But still
ERROR[PC_modelmunge msh\tsk_weap_cycler.msh]:NO POLY COUNT FOR tsk_weap_cycler: THIS IS VERY BAD
ERROR[PC_modelmunge msh\tsk_weap_cycler.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\tsk_weap_cycler.msh]:Unable to write collision tree nodes, no tree exists
ERROR[levelpack req\all_inf_engineer_snow.req]:Expecting bracket, but none was found.
File : munged\pc\tsk_weap_cycler.model.req(1)...

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

ucft <--
[continuing]
2 Errors 0 Warnings
I get THIS.

Is the hierarchy still wrong? or are there too many polies for my own good.

My hierarchy is all just:

o Dummyroot
o hp_fire
o gunmodel

Must the hp_fire be INSIDE the model?

@Revan: Sure, I might take some on :P

Re: CDEF Re-release/Tusken Cycler Release

Posted: Sat Jul 04, 2009 9:29 pm
by AceMastermind
If you export it using the Pandemic Tools then you don't need a dummyroot either, just a weapon mesh and a hp_fire child of the weapon mesh, the center of the weapon geometry in XSI will define the location where it is gripped by the player ingame.

Re: CDEF Re-release/Tusken Cycler Release

Posted: Mon Jul 06, 2009 9:23 pm
by CodaRez
Mind locking this, if you want the actuals, go HERE:

http://www.gametoast.com/forums/viewtop ... 64&t=19210