getting own model ingame problem

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Guest

getting own model ingame problem

Post by Guest »

the problem is that in zero editor it looks so:
Hidden/Spoiler:
Image
its already strange that it is completely black, because it should be textured, but then when i munge and load the map its even more confusing:
Hidden/Spoiler:
Image
when i munged it first time i got some error message in a txt file, something about no poly count... its very bad and no collision and some problem with textures but it munged fine and told me i can run swbf2
but as you can see the model is not there
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: getting own model ingame problem

Post by MandeRek »

How's your mesh called? For now i think it sees it as a shadowvolume, and that's why no actual mesh shows up.

You've put the mesh(es) under dummyroot, branch selected it and exported with 'Export Selected Models Only' right?
Guest

Re: getting own model ingame problem

Post by Guest »

the mesh is called lambda.msh, texture is lambda.tga and odf is lambda.odf
i exported it with selected models only, however how can i export it to dummyroot (and where will it be then) and what do you mean "branch selected"?

i tried exporting it again (without textures this time, but its still black in zero editor) and here what i got when munged:

WARNING[PC_modelmunge msh\lambda.msh]:lambda has 2028 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
ERROR[PC_modelmunge msh\lambda.msh]:NO POLY COUNT FOR lambda: THIS IS VERY BAD
ERROR[PC_modelmunge msh\lambda.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\lambda.msh]:Unable to write collision tree nodes, no tree exists
3 Errors 1 Warnings

however i created a polymesh and renamed it to collision
btw, ingame its missing again

here is my odf (is the properties part necessary? and can it be the reason?)

[GameObjectClass]
ClassLabel = "prop"
GeometryName = "lambda.msh"

[Properties]
GeometryName = "lambda"
FoleyFXGroup = "metal_foley"
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: getting own model ingame problem

Post by Teancum »

If you ever get any errors (warnings are ok) in the mungelog it's a good idea to fix the problem right then, as odds are whatever it is won't work in-game.
Guest

Re: getting own model ingame problem

Post by Guest »

the problem is i have no idea whats the problem
it says that the collision is missing, however i made it, i could have exported it in a wrong way, but how can i export it thenso that it will work
and is the odf OK? i dont know much about it
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: getting own model ingame problem

Post by FragMe! »

What are you using to export your model? Pandemic or mshex?
I don't believe mshex supports collision yet it relies on munge to make it.
Try exporting the model without the collision if you are using mshex
Guest

Re: getting own model ingame problem

Post by Guest »

i use pandemic xsi addon, so that means there shouldnt be any problems

but ill try it without collision


EDIT: i dont get any errors or warnings if i make it without collision, but i still cant see it ingame :cpu:
Post Reply