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New model crashes

Posted: Tue Nov 08, 2011 11:06 am
by Dakota
i checked the search and the all you need to know threads and even checked back in this board and the modding board about 20 pages and i can't find anything to help me with this. i worked for 8-9 hours yesterday making my tank, the model itself wasn't that bad, i just had a bunch of problems that i had to work out. i finally did get my tank done and then made an odf. when i put it into the game it crashes. i tested it on a flat map that wasn't crashing, then added the tank and it crashed. it crashes about 2-3 dots before the map loads. the model has no texture yet. the model has a pilot and 6 auto turrets. my problem is that i don't have any level 3 errors or level 2 errors about the tank in my error log and no munge log problems. i'll give you my odf, ask if you need anything else. please help, i don't want this to just fail.

odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "tank.msh"

[Properties]
WaterEffect = "com_sfx_waterwake_lg"
//AvailableForAnyTeam = 1

FLYERSECTION = "BODY"
VehicleType = "heavy"
AISizeType = "MEDIUM"

WaterEffect = "com_sfx_waterwake_lg"

PilotPosition = "hp_active"
Pilot9Pose = "minigun_9pose"

MapTexture = "fightertank_icon"
HealthTexture = "HUD_rep_fightertank_icon"
MapScale = 1.5

GeometryName = "tank"
ExplosionName = "tank_exp"

CollisionScale = 1.0
CollisionThreshold = 5.0
MaxHealth = 25000.0
HealthType = "vehicle"


MaxShield = 25000
AddShield = 500

//HitLocation = "p_crithit 4.0"

//FirstPerson = "IMP\impftrtk;imp_1st_cockpit_fightertank"
FirstPersonFOV = "55"
VehiclePosition = "common.vehiclepositions.pilot"

TimeRequiredToEject = "7.5"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

SetAltitude = 0.5
GravityScale = 5.0
LiftSpring = 10.0
LiftDamp = 5.0

Acceleration = 6.0
Deceleration = 6.0
Traction = 100.0
ForwardSpeed = 6.0
ReverseSpeed = 4.0
StrafeSpeed = 2.5

EnergyBar = 100
EnergyAutoRestore = 10.0
EnergyBoostDrain = 10
BoostSpeed = 10
BoostAcceleration = 25.0
BoostFOV = 60


AddSpringBody = "3.5 0.0 5.0 0.0"
BodySpringLength = 0.5

AddSpringBody = "-3.5 0.0 5.0 0.0"
BodySpringLength = 0.5

AddSpringBody = "3.5 0.0 -5.0 0.0"
BodySpringLength = 0.5

AddSpringBody = "-3.5 0.0 -5.0 0.0"
BodySpringLength = 0.5

VelocitySpring = 3.5
VelocityDamp = 3.0
OmegaXSpring = 2.0
OmegaXDamp = 5.0
OmegaZSpring = 2.0
OmegaZDamp = 5.0

CockpitTension = 20

//PCMaxTurnSpeed = "20.0"
//PCMaxStrafeSpeed = "20.0"

PCPitchRate = "1.0"
PCSpinRate = "15.0"
PCTurnRate = "1.0"

SpinRate = 1.0
TurnRate = 1.0
TurnFilter = 5.0
PitchRate = 0.5
PitchFilter = 10.0

//SpinRate = 0.7
//TurnRate = 0.7
//TurnFilter = 5.0
//PitchRate = 0.5
//PitchFilter = 1.0
//PitchDamp = 1.0


StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = -0.01
BankFilter = 10.0 //low is slow - How quickly the bank returns to level
LevelSpring = 10.0 //low is slow - the force the restores level
LevelDamp = 10.0 //low is slow - the force that reduces the momentum of the rotation

EyePointOffset = "0.0 4.0 -6.0"
//EyePointOffset = "0.0 12.0 -6.0"
TrackCenter = "0.0 7.5 -15.0"
TrackOffset = "0.0 15.0 15.0"
TiltValue = "5.0"

ForceMode = 1

PitchLimits = "-30 10"
YawLimits = "-90 90"

VehicleCollision = "collision"

OrdnanceCollision = "collision" // critical hit location
OrdnanceCollision = "collision"
OrdnanceCollision = "collision"

SoldierCollision = "collision"

TargetableCollision = "collision"

BuildingCollision = "collision"

WEAPONSECTION = 1
WeaponName = "tank_trishot"
WeaponAmmo = 0

TurretNodeName ="gun_l"
AimerNodeName = "gun_l1"
AimerPitchLimits = "-45.0 45.0"
AimerYawLimits = "-45.0 10.0"

BarrelNodeName = "b_l_gun_1"
BarrelRecoil = 0.25
FirePointName = "hp_laser_l1"

NextBarrel = "-"

BarrelNodeName = "b_l_gun_2"
BarrelRecoil = 0.25
FirePointName = "hp_laser_l2"

NextBarrel = "-"

BarrelNodeName = "b_l_gun_3"
BarrelRecoil = 0.25
FirePointName = "hp_laser_l3"

NextAimer = "-"

TurretNodeName ="gun_r"
AimerNodeName = "gun_r1"
AimerPitchLimits = "-45.0 45.0"
AimerYawLimits = "-10.0 45.0"

BarrelNodeName = "b_r_gun_1"
BarrelRecoil = 0.25
FirePointName = "hp_laser_r1"

NextBarrel = "-"

BarrelNodeName = "b_r_gun_2"
BarrelRecoil = 0.25
FirePointName = "hp_laser_r2"

NextBarrel = "-"

BarrelNodeName = "b_r_gun_3"
BarrelRecoil = 0.25
FirePointName = "hp_laser_r3"

WEAPONSECTION = 2

WeaponName = "tank_cannon"
WeaponAmmo = 0


TurretNodeName ="cannon_l"
AimerPitchLimits = "-45 45"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "cannon_l1"
BarrelNodeName = "b_cannon_l"
BarrelRecoil = 0.25
FirePointName = "hp_cannon_l"

NextAimer = "-"


TurretNodeName ="cannon_r"
AimerPitchLimits = "-45 45"
AimerYawLimits = "-20.0 20.0"
AimerNodeName = "cannon_r1"
BarrelNodeName = "b_cannon_1"
BarrelRecoil = 0.25
FirePointName = "hp_cannon_r"

FLYERSECTION = "TURRET1"
Pilottype = "self"
//FirstPerson = "IMP\impsccam;imp_1st_cockpit_securitycam"
VehiclePosition = "common.vehiclepositions.gunner"

PitchLimits = "-20.0 90.0"
YawLimits = "-100.0 100.0"
TurnRate = 2.5
TurnFilter = 10.0
PitchRate = 1.5
PitchFilter = 15.0

PitchTurnFactor = "0.0"

TurretNodeName ="turret_l_1"
AimerNodeName = "turret_l_b_1"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "b_lt_l_1"
BarrelRecoil = 0.15
FirePointName = "hp_lt_l_1"

NextBarrel = "-"

BarrelNodeName = "b_lt_l_1"
BarrelRecoil = 0.15
FirePointName = "hp_lt_l_1"

EyePointOffset = "0.0 4.0 -6.0"
//EyePointOffset = "0.0 12.0 -6.0"
TrackCenter = "0.0 7.5 -15.0"
TrackOffset = "0.0 15.0 15.0"
TiltValue = "5.0"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

WeaponName = "tank_chaingun"
WeaponAmmo = "0"


FLYERSECTION = "TURRET2"
Pilottype = "self"
//FirstPerson = "IMP\impsccam;imp_1st_cockpit_securitycam"
VehiclePosition = "common.vehiclepositions.gunner"

PitchLimits = "-20.0 90.0"
YawLimits = "-100.0 100.0"
TurnRate = 2.5
TurnFilter = 10.0
PitchRate = 1.5
PitchFilter = 15.0

PitchTurnFactor = "0.0"

TurretNodeName ="turret_l_2"
AimerNodeName = "turret_l_b_2"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "b_lt_l_2"
BarrelRecoil = 0.15
FirePointName = "hp_lt_l_2"

NextBarrel = "-"

BarrelNodeName = "b_lt_l_2"
BarrelRecoil = 0.15
FirePointName = "hp_lt_l_2"

EyePointOffset = "0.0 4.0 -6.0"
//EyePointOffset = "0.0 12.0 -6.0"
TrackCenter = "0.0 7.5 -15.0"
TrackOffset = "0.0 15.0 15.0"
TiltValue = "5.0"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

WeaponName = "tank_chaingun"
WeaponAmmo = "0"


FLYERSECTION = "TURRET3"
Pilottype = "self"
//FirstPerson = "IMP\impsccam;imp_1st_cockpit_securitycam"
VehiclePosition = "common.vehiclepositions.gunner"

PitchLimits = "-20.0 90.0"
YawLimits = "-100.0 100.0"
TurnRate = 2.5
TurnFilter = 10.0
PitchRate = 1.5
PitchFilter = 15.0

PitchTurnFactor = "0.0"

TurretNodeName ="turret_l_3"
AimerNodeName = "turret_l_b_3"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "b_lt_l_3"
BarrelRecoil = 0.15
FirePointName = "hp_lt_l_3"

NextBarrel = "-"

BarrelNodeName = "b_lt_l_3"
BarrelRecoil = 0.15
FirePointName = "hp_lt_l_3"

EyePointOffset = "0.0 4.0 -6.0"
//EyePointOffset = "0.0 12.0 -6.0"
TrackCenter = "0.0 7.5 -15.0"
TrackOffset = "0.0 15.0 15.0"
TiltValue = "5.0"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

WeaponName = "tank_chaingun"
WeaponAmmo = "0"


FLYERSECTION = "TURRET4"
Pilottype = "self"
//FirstPerson = "IMP\impsccam;imp_1st_cockpit_securitycam"
VehiclePosition = "common.vehiclepositions.gunner"

PitchLimits = "-20.0 90.0"
YawLimits = "-100.0 100.0"
TurnRate = 2.5
TurnFilter = 10.0
PitchRate = 1.5
PitchFilter = 15.0

PitchTurnFactor = "0.0"

TurretNodeName ="turret_r_1"
AimerNodeName = "turret_r_b_1"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "b_rt_l_1"
BarrelRecoil = 0.15
FirePointName = "hp_rt_l_1"

NextBarrel = "-"

BarrelNodeName = "b_rt_l_1"
BarrelRecoil = 0.15
FirePointName = "hp_rt_l_1"

EyePointOffset = "0.0 4.0 -6.0"
//EyePointOffset = "0.0 12.0 -6.0"
TrackCenter = "0.0 7.5 -15.0"
TrackOffset = "0.0 15.0 15.0"
TiltValue = "5.0"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

WeaponName = "tank_chaingun"
WeaponAmmo = "0"

FLYERSECTION = "TURRET5"
Pilottype = "self"
//FirstPerson = "IMP\impsccam;imp_1st_cockpit_securitycam"
VehiclePosition = "common.vehiclepositions.gunner"

PitchLimits = "-20.0 90.0"
YawLimits = "-100.0 100.0"
TurnRate = 2.5
TurnFilter = 10.0
PitchRate = 1.5
PitchFilter = 15.0

PitchTurnFactor = "0.0"

TurretNodeName ="turret_r_2"
AimerNodeName = "turret_r_b_2"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "b_rt_l_2"
BarrelRecoil = 0.15
FirePointName = "hp_rt_l_2"

NextBarrel = "-"

BarrelNodeName = "b_rt_l_2"
BarrelRecoil = 0.15
FirePointName = "hp_rt_l_2"

EyePointOffset = "0.0 4.0 -6.0"
//EyePointOffset = "0.0 12.0 -6.0"
TrackCenter = "0.0 7.5 -15.0"
TrackOffset = "0.0 15.0 15.0"
TiltValue = "5.0"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

WeaponName = "tank_chaingun"
WeaponAmmo = "0"

FLYERSECTION = "TURRET6"
Pilottype = "self"
//FirstPerson = "IMP\impsccam;imp_1st_cockpit_securitycam"
VehiclePosition = "common.vehiclepositions.gunner"

PitchLimits = "-20.0 90.0"
YawLimits = "-100.0 100.0"
TurnRate = 2.5
TurnFilter = 10.0
PitchRate = 1.5
PitchFilter = 15.0

PitchTurnFactor = "0.0"

TurretNodeName ="turret_r_3"
AimerNodeName = "turret_r_b_3"
AimerPitchLimits = "-10.0 90.0"
AimerYawLimits = "0.0 0.0"

BarrelNodeName = "b_rt_l_3"
BarrelRecoil = 0.15
FirePointName = "hp_rt_l_3"

NextBarrel = "-"

BarrelNodeName = "b_rt_l_3"
BarrelRecoil = 0.15
FirePointName = "hp_rt_l_3"

EyePointOffset = "0.0 4.0 -6.0"
//EyePointOffset = "0.0 12.0 -6.0"
TrackCenter = "0.0 7.5 -15.0"
TrackOffset = "0.0 15.0 15.0"
TiltValue = "5.0"

ForceMode = 1

TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

WeaponName = "tank_chaingun"
WeaponAmmo = "0"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "com_mediumchunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "7.0"
ChunkUpFactor = "1.50"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "com_mediumchunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "7"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "com_mediumchunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "12.0"

DamageStartPercent = 80.0
DamageStopPercent = 50.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage"

DamageStartPercent = 70.0
DamageStopPercent = 50.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_4"

VOUnitType = 51
EngineSound = "interceptorTank_engine_parameterized"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
ImpMusic = "imp_vehicle"
AllMusic = "all_vehicle"
CisMusic = "cis_vehicle"
MusicSpeed = ".15"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""

Re: new model crashes

Posted: Tue Nov 08, 2011 11:20 am
by DarthD.U.C.K.
place the tankmodel as prop in the map to see if it craches because of the model or the odf.
also, on the second pilotweapon you have two turretnodes (which will most likely wont work) and use "nextaimer" between them as if they were aimers...

Re: new model crashes

Posted: Tue Nov 08, 2011 4:10 pm
by Dakota
DarthD.U.C.K. wrote:place the tankmodel as prop in the map to see if it craches because of the model or the odf.
also, on the second pilotweapon you have two turretnodes (which will most likely wont work) and use "nextaimer" between them as if they were aimers...
i set the model up as a prop after removing the tanks that are driveable from the map. it crashed, nothing in the errorlog, same place as the above post.

prop odf
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "tank.msh"


[Properties]

GeometryName = "tank"
FoleyFXGroup = "metal_foley"
//Reflected = "1"

EDIT1: hey would having the HP...err... things be a cone (4 sides one base) cause problems, i was following a tutorial that used those but it was for BF1. should i replace them all with nulls or would it matter?

Re: new model crashes

Posted: Tue Nov 08, 2011 4:22 pm
by DarthD.U.C.K.
you should use nulls but that shouldnt crash the game... how many triangles does the model have? (open it in swbfviewer and click ont he "i") does it look alright in swbfviewer and ze?

Re: new model crashes

Posted: Tue Nov 08, 2011 5:31 pm
by Dakota
DarthD.U.C.K. wrote:you should use nulls but that shouldnt crash the game... how many triangles does the model have? (open it in swbfviewer and click ont he "i") does it look alright in swbfviewer and ze?
points: 3944
triangles: 4367

i'm guessing that thats probably too much...

anyway the model looks right in zero editor but in the viewer it looks like nothing was rotated. (getting a screenshot now)

EDIT
Hidden/Spoiler:
Image

Re: new model crashes

Posted: Tue Nov 08, 2011 6:42 pm
by acryptozoo
did you freeze all transforms?

Re: new model crashes

Posted: Tue Nov 08, 2011 7:32 pm
by Dakota
acryptozoo wrote:did you freeze all transforms?
i don't remember doing that, and i'm not sure what it does. so, no. would that be a problem? i didn't do it with a gun model that i made to test things and the gun worked ingame.

Re: new model crashes

Posted: Tue Nov 08, 2011 7:59 pm
by FragMe!
Make sure all of your weapons have the associated effect files this also includes the death explosion, that can crash a map but usually gives an error saying that they are missing.

Try putting it into a map without any weapons defined in the odf and see if that crashes the map.

The thing about trouble shooting is cutting the problem in half.

If the model crashes without any weapons defined the next thing to look at is does the model use any animation files, which is doesn't seem to.

Are you using a merged mesh or separate meshes under nulls for part movement?

Re: new model crashes

Posted: Tue Nov 08, 2011 8:31 pm
by Dakota
FragMe! wrote:Make sure all of your weapons have the associated effect files this also includes the death explosion, that can crash a map but usually gives an error saying that they are missing.

Try putting it into a map without any weapons defined in the odf and see if that crashes the map.

The thing about trouble shooting is cutting the problem in half.

If the model crashes without any weapons defined the next thing to look at is does the model use any animation files, which is doesn't seem to.

Are you using a merged mesh or separate meshes under nulls for part movement?
1) i all of the effects and explosions and weapon things are there
2) i set it up as a prop with just the msh and no guns already and it didn't work
3) i don't have an animation file, its just a hover vehecal
4) i think i'm using separate meshes and i am using nulls for part movement.
5) would uploading my msh file help?

EDIT: ok i uploaded my tank msh and its weapon, effect, req, odf, and other files.

http://www.gamefront.com/files/20974568/tank.zip

Re: new model crashes

Posted: Wed Nov 09, 2011 2:39 pm
by ANDEWEGET
Yes, you are using multiple meshes and you didnt freeze your transforms.

The .msh file seems to be ok. Maybe the sheer amount of models/meshes is killing SWBF, 121 models is not common... ;)
And, do you really have just 3944 points? The .msh file tells me it has 15166 vertexes(thats with collision(5460) and lowrez(5460)). This could be wrong, but better check again.

Re: new model crashes

Posted: Wed Nov 09, 2011 4:24 pm
by Dakota
ANDEWEGET wrote:Yes, you are using multiple meshes and you didnt freeze your transforms.

The .msh file seems to be ok. Maybe the sheer amount of models/meshes is killing SWBF, 121 models is not common... ;)
And, do you really have just 3944 points? The .msh file tells me it has 15166 vertexes(thats with collision(5460) and lowrez(5460)). This could be wrong, but better check again.
the swbf viewer said that the model had 3944 points, i actually copied and pasted the values from that to my other post. i didn't really checked the .msh file to see how many vertexes though.

the main reason that i have so many models is mainly because i knew even less about point movement in this tank model than i did with my gun and rocket launcher models i made (and am working on some more).

Re: new model crashes

Posted: Wed Nov 09, 2011 8:24 pm
by minilogoguy18
Hone your skills in the freeware version then download the trials and export, sounds like you need a lot more practice before putting a model in game.

Re: new model crashes

Posted: Wed Nov 09, 2011 8:53 pm
by FragMe!
Going along with what others have mentioned, yes use nulls as hard points they are much cleaner than using geometry. I also had a look at the msh and there are 62 objects in your tank model, mostly just cubes of different sizes rotated and put together. I know you want to make your tank but just taking an hour or two watching videos like the ones Acemastermind has posted would benefit you greatly, this set for example Modeling Concepts
Other thing I noticed right of the top is the lack of collision primitives, you did have a collision model (a merge of all the parts of your tank) but that won't necessarily do anything in game.

Turreted vehicles (even with just one turret) can be a pain to get working properly.

Start small, hone your skills and work your way towards your goal of the tank.


P.S. Also noticed in your odfs you are using weapon odfs from units, in some cases you still have the animation lines still in there, try using turret or vehicle odfs as a base to work from.

Re: new model crashes

Posted: Wed Nov 09, 2011 9:48 pm
by Dakota
FragMe! wrote:Going along with what others have mentioned, yes use nulls as hard points they are much cleaner than using geometry. I also had a look at the msh and there are 62 objects in your tank model, mostly just cubes of different sizes rotated and put together. I know you want to make your tank but just taking an hour or two watching videos like the ones Acemastermind has posted would benefit you greatly, this set for example Modeling Concepts
Other thing I noticed right of the top is the lack of collision primitives, you did have a collision model (a merge of all the parts of your tank) but that won't necessarily do anything in game.

Turreted vehicles (even with just one turret) can be a pain to get working properly.

Start small, hone your skills and work your way towards your goal of the tank.


P.S. Also noticed in your odfs you are using weapon odfs from units, in some cases you still have the animation lines still in there, try using turret or vehicle odfs as a base to work from.

i have actually been practicing more since i posted this thread. i've made 3 guns and am working on a turret that is a sphere thing with a gun on it like the laat gun but its on a pole with a branch and would look nice when done. also i thought i commented out the lines for calling in the animations >.>

anyway i'll be watching the tutorial videos, and learning more. the main reason why i have so many random cubes (when i now know in most cases i could just use one and cut out about 5 others) is because i didn't really know how to move the points in any complicated (or easy) ways. next time i have a bit more time i will probably do some more practice and also try to learn more about texturing a model (as of now my textures aren't really all too great).

thanks for your help so far.