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Asset doesn't appear in game (showed up miserably) [Solved]

Posted: Sat Oct 11, 2014 12:13 am
by anaobi
I made Ahsoka in XSI. I did envelop, making cloth & collision. But it doesn't appear in character selecting menu.
So, for the test, I just make Ahsoka without cloth. I mean, I just did envelop, and I used default shadowvolume (trooper's shadow: sv_jettrooper).
I put bones under the Ahsoka's mesh, hide DummyRoot and all bones (by mouse's middle click).
Middle click the DummyRoot and I exported it.
Hidden/Spoiler:
Image
Image
Image
But again, it doesn't show in the game (I can view it in SWBFViewer).
Do you have idea?
I copied some centences from error log. I think this problem isn't about animation bank limit because game doesn't crash.
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
Found ..\..\addon\BFX\data\_LVL_PC\mission.lvl. Adding BFX's missions
Found ..\..\addon\BFX\data\_LVL_PC\mission.lvl. Adding BFX's missions
Cannot find ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Skipping DT's extra missions
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

~~~~~~~~~~~~~~~~~~~~~
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: No user_script_11.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited
~~~~~~~~~~~~~~~~~~~~~~~

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "rep_inf_ahsokatano" (check the side's .req file)
uf_updateClassIndex(): Added class: all_inf_engineer
uf_updateClassIndex(): Added class: all_inf_officer
uf_updateClassIndex(): Added class: all_inf_wookiee
uf_updateClassIndex(): Already know class: jdi_demojedi
uf_updateClassIndex(): Added class: imp_inf_rocketeer
uf_updateClassIndex(): Added class: imp_hero_bobafett
uf_updateClassIndex(): Added class: imp_inf_engineer
uf_updateClassIndex(): Added class: imp_inf_officer
uf_updateClassIndex(): Added class: imp_inf_dark_trooper
uf_updateClassIndex(): Already know class: imp_hero_bobafett
~~~~~~~~~~~~~~~~~~~~
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "" not found for team 1 (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(658)
Team missing hero class "0x0" (check the side's .req file)
uf_updateClassIndex(): Added class: twilek
uf_updateClassIndex(): Already know class: twilek
uf_updateClassIndex(): Already know class: rep_inf_ahsokatano

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "rep_inf_ahsokatano" (check the side's .req file)
utility_functions2: ReadDataFile(): This map's code, mode: abc abc_conquest

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.
Just in case, I attaced my odf files. (I put rep_inf_ahsokatano's .msh and tga files in the data_ABC>Sides>JDI>msh )
Hidden/Spoiler:
rep_inf_ahsokatano.odf:
[code][GameObjectClass]
ClassParent = "com_jedi_default"

[Properties]

NumTentacles = "5"
BonesPerTentacle = "4"
TentacleCollType = "0"

AISizeType = "HOVER"

CollisionScale = "0.0 0.0 0.0" // x, y, then z scales

GeometryName = "rep_inf_ahsokatano"

GeometryLowRes = ""
// I haven't made lowrez model, so I let here blank.

AnimationName = ""
// I also don't have ahsoka's animation

JetJump = "10.0"
JetPush = "0.0"
JetAcceleration = "10.0"
JetEffect = ""
JetFuelRechargeRate = "0.0"

JetFuelCost = "0.0"
JetFuelInitialCost = "0.0"
JetFuelMinBorder = "0.0"
JetShowHud = 0
JetEnergyDrain = 40.0

FoleyFXClass = "rep_inf_soldier"


// ClothODF = "ahsoka_cloth"
// This time, no cloth


WEAPONSECTION = 1
WeaponName = "com_weap_inf_fusioncutter"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "com_weap_inf_force_push"
WeaponAmmo = 0
WeaponChannel = 1

// WEAPONSECTION = 3
// WeaponName = "com_weap_inf_sabre_throw"
// WeaponAmmo = 0
// WeaponChannel = 1[/code]
rep_inf_ahsokatano.req:
[code]cft
{
REQN
{
"class"
"rep_inf_ahsokatano"
}
}
[/code]
jdi.req:
[code]ucft
{
REQN
{
"lvl"
"jdi_demojedi"
"twilek"
"rep_inf_ahsokatano"
}
}
[/code]
ABCg_con.lua:
[code] ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hover_combatspeeder" )

ReadDataFile("dc:SIDE\\jdi.lvl",
"twilek",
"jdi_demojedi",
"rep_inf_ahsokatano")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome",
"imp_walk_atst",
"imp_walk_atat" )

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetMemoryPoolSize("CommandWalker", 1)


SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 230,
soldier = { "jdi_demojedi",9, 25},
assault = { "all_inf_rocketeer",1,15},
engineer = { "all_inf_engineer",1,4},
sniper = { "rep_inf_ahsokatano",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 230,
soldier = { "jdi_demojedi",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_hero_bobafett",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "imp_hero_bobafett")
SetHeroClass(IMP, "")

AddUnitClass(ALL, "twilek",1,4)
AddUnitClass(IMP, "twilek",1,4)
AddUnitClass(ALL, "rep_inf_ahsokatano",1,4)
[/code]

Re: Asset doesn't appear in game

Posted: Sat Oct 11, 2014 5:07 am
by thelegend
Make sure you load your new units in your unit's and side's .req files. And also make sure you load your unit correctly from your lua.

Re: Asset doesn't appear in game

Posted: Sat Oct 11, 2014 5:12 am
by anaobi
Thank you for suggestion.

But as you can see my odf files which I attached in "Hide" button, I think I loaded it in unit's, side's .req and lua.
Can you find something I missed?

EDIT:

So. do you think this problem is not about modeling? Is this only about problem with loading assets?
I cannot find problem in scripts. Do you think I need to make animation with Ahsoka's basepose? When you have tentacles, doesn't default animation work proparly?
Or isn't it about animation?

Re: Asset doesn't appear in game

Posted: Sat Oct 11, 2014 10:25 am
by AceMastermind
Your first 2 images are of different scenes according to the scene name at the top. Which one are you exporting to msh from? I can see in your first image the geometry transforms weren't frozen prior to enveloping, this likely resulted in the axis jump seen in the second image.

Re: Asset doesn't appear in game

Posted: Sat Oct 11, 2014 10:31 am
by Locutus
Your rep_inf_ahsokatano.req contains a spelling error.
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"rep_inf_ahsokatano"
}
}

Re: Asset doesn't appear in game

Posted: Sat Oct 11, 2014 11:10 am
by anaobi
Locutus wrote:Your rep_inf_ahsokatano.req contains a spelling error.
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"rep_inf_ahsokatano"
}
}
Thank you, it solved. I didn't notice it this half month. Thank you.
AceMastermind wrote:Your first 2 images are of different scenes according to the scene name at the top. Which one are you exporting to msh from? I can see in your first image the geometry transforms weren't frozen prior to enveloping, this likely resulted in the axis jump seen in the second image.
Yes, as you noticed, I felt strenge about it, too.
First picture is, before I put bones under the Ahsoka's msh (as you can see in explorer).
Second picture is, after I put bones under the msh. The model rotated automatically when I put bones under it.
Third one is, when I went to Pandemic tools > export msh. Msh rotated automatically again, and I exported it.
And this picture is after I exported. It became very small and Ahsoka' beeds (which is on head) became strange.
Hidden/Spoiler:
Image
But what do you mean about
the geometry transforms weren't frozen prior to enveloping
I think I did freeze before enveloping, or something I missed? Can you tell me more detail about it?

Do you think this is the reason I got this miserable situation? This topic's first problem was solved, but I think this is the real problem.
Hidden/Spoiler:
Image
Image

Re: Asset doesn't appear in game

Posted: Sat Oct 11, 2014 11:12 am
by Anakin
have you enveloped and after you did that changed anything on the model or bone position??

Re: Asset doesn't appear in game

Posted: Sat Oct 11, 2014 11:31 am
by anaobi
Yes, I moved tentacles' nulls.
I have 5 tentacles. Right and left side's tentacles had 3 nulls, back tentacle had 3 nulls and two beeds had 5 nulls each.
So, I moved one null from each beeds and put it under right and side tentacles (now two beeds have 4 nulls each, and each right and left tentacles have 4 nulls).
Finally, I duplicated one null of her back tentacle and I made the tentacle with 4 nulls. Finally, all tentacles have 4 nulls each.
I thought each tentacle should have same number of nulls. So, this is why I changed them.
Well, this is the problem, right? Should I start envelop from beginning? Or do you have any idea to change tentacle's nulls in more easy way?

EDIT:
I tried to export the one which was before I moved nulls. But the result was exactly same with all of those photos which I attached in this forum.
Do you think I moved some body parts accidentaly? I moved body parts while enveloping to make sure it is working well. But after I moved, I hit Ctrl+Z and I undid the movements.
Or is this problem is all about tentacles? I feel strange about this photo which is after I exported to msh. The line with sky blue color is from her beed on her head. I might have changed the beed strangely.
Hidden/Spoiler:
Image
These are her beeds photo. The line with sky blue color (which I mentioned above) is from her right side beed (in this photo, you can see it in left side).
Hidden/Spoiler:
Image
Image
However, why mesh becomes small when I export? Is this usual?

Re: Asset doesn't appear in game

Posted: Sat Oct 11, 2014 12:44 pm
by AceMastermind
anaobi wrote:But what do you mean about
the geometry transforms weren't frozen prior to enveloping
I think I did freeze before enveloping, or something I missed? Can you tell me more detail about it?
Before you start building the hierarchy or enveloping you should freeze the transforms on all your character geometry if you see anything other than 111, 000, 000 in your Scale, Rotation, and Translation values respectively. If you create a new skeleton or modify an existing one then you need to export a new basepose so the game knows how to handle it.

Re: Asset doesn't appear in game

Posted: Sat Oct 11, 2014 8:27 pm
by anaobi
I see, before enveloping... And also I need basepose. It will explain my those problems.
However, my model looks like this before enveloping. I got this model from Indytotof who released his assets last month.
Hidden/Spoiler:
Image
It is too large to envelop, so that's why I rotated 90 degree and scaled very small to make it same size and direction with bones. After rotateing and scaling,
I hit freeze or freeze M, but this doesn't happen :
111, 000, 000 in your Scale, Rotation, and Translation values respectively
I guess I should envelop again from the biginning. So, how should I do? Should I scale bones instead of scaling my mesh? Is it right thing?

EDIT:
When I put bones under the mesh, mesh automatically will become 111, 000, 000 in my Scale, Rotation, and Translation values respectively like in those photos.
Hidden/Spoiler:
Image
Image
But you will suggest that I should make it with proper values BEFORE enveloping, won't you?

EDIT 2: Off Topic
When I want her to have saber at both hands, don't I need to put hard point under her left hand? I looked aalya secura's xsi which (I think) Mr. Ace uploaded, but I couldn't find hp_weapons under her left hand. What I need is just write off hand fire point name and something in odf like this?:
Hidden/Spoiler:
twileq.odf:
[code][WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]
ComboAnimationBank = "human_sabre melee rep_hero_twilek"
ExplosionName = "jdi_demojedi_exp"
NumDamageEdges = 2
GeometryName = "rep_weap_inf_lightsabre"
FirePointName = "hp_fire"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "greenlightsabre"
LightSaberTrailColor = "82 255 7 128"

OffhandGeometryName = "rep_weap_aalya_lightsabre"
OffhandFirePointName = "hp_fire_lightsabre"
LightSaberLength = "1.0"
LightSaberWidth = "0.08"
LightSaberTexture = "bluelightsabre"
LightSaberTrailColor = "7 85 255 128"[/code]

Re: Asset doesn't appear in game (showed up but miserable)

Posted: Sun Oct 12, 2014 2:05 am
by MileHighGuy
you do not need a hardpoint in her left hand. just follow the addon mesh tutorial for the left hand saber.

Re: Asset doesn't appear in game (showed up but miserable)

Posted: Sun Oct 12, 2014 4:24 am
by anaobi
MileHighGuy wrote:you do not need a hardpoint in her left hand. just follow the addon mesh tutorial for the left hand saber.
Off Topic: Ok, thank you, I will search addon mesh tutorial.


EDIT
I've just found Ctrl+k will open Local Transform pop up menu.
I hit "Neutral Pose > Use Current Pose" after I scalled Ahsoka's mesh, then the values became 111, 000, 000 in my Scale, Rotation, and Translation values respectively.
I think this is right place for freezing transform, right?
I had hit "Edit > Freeze" before, and I think it's the reason why the transformation doesn't freezed with correct values.

So, what should I do for avoiding this strange appearance in game is :
1 BEFORE enveloping, scale or translate my mesh to make it same size and posture with bones
2 Freeze my mesh by hitting "Neutral Pose > Use Current Pose"
2.5 (if I moved arm or tentacles a bit before enveloping, I will hit "Edit > Freeze" to freeze my mesh, and then I will do step 2 again.)
3. envelop, make basepose(this will become another challenge for me...) and export

Please tell me above statement is wrong or ok.

Re: Asset doesn't appear in game (showed up but miserable)

Posted: Sun Oct 12, 2014 4:38 am
by AceMastermind
You don't need to bother with neutral pose. 'Freeze' and 'Freeze M' is not the same as 'Freeze All Transforms', like I said before this should be done before building the hierarchy or enveloping.
You said you needed to scale and rotate the geometry, thats fine, just Freeze All Transforms when you're done with that. Never scale the bones, you can adjust length etc from their property pages.


http://softimage.wiki.softimage.com/xsi ... ations.htm

Re: Asset doesn't appear in game (showed up but miserable)

Posted: Sun Oct 12, 2014 5:01 am
by anaobi
I see, I needed "Freeze All transforms". I found the page of your link before, but I didn't know where is 'Freeze All Transforms'.
But finally I found, it was simple. Just left click on "Transform".
Hidden/Spoiler:

This is really long process to get one asset for beginner!

Well, thank you very much everyone, always! This community and people in here are really awesome!
I will keep in mind your advices and try again from the biginning. Thank you very much.

Re: Asset doesn't appear in game (showed up but miserable)

Posted: Sun Oct 12, 2014 5:16 am
by Indytotof
All I can say about this community is... The Force is strong in this one.

Re: Asset doesn't appear in game (showed up but miserable)

Posted: Sun Oct 12, 2014 5:28 am
by anaobi
Indytotof wrote:All I can say about this community is... The Force is strong in this one.
Yes... I agree.