Object Problem

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Delta-1035
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Object Problem

Post by Delta-1035 »

Hi all,
This morning I decided to start creating maps. I decided to make an edited geonosis.

one of the first items that I added is a destroyed laat (created by Majin Revan i think) and in ZeroEditor looks like this:
Hidden/Spoiler:
Image
but in-game like this:
Hidden/Spoiler:
Image
what is wrong?
thanks in advance
Last edited by Delta-1035 on Wed Mar 18, 2009 8:51 am, edited 1 time in total.
YaNkFaN
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Re: Object Problem

Post by YaNkFaN »

it looks like a possible animation problem maybe could you post the .odf i'm a little familiar with those objects and if i remember correctly they are turrets but i'm not 100% sure
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Re: Object Problem

Post by AQT »

With the image provided and YaNkFaN's inference, I am going to assume that the .odf file looks something like this?
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "laat_wreck.msh"

[Properties]

GeometryName = "laat_wreck"
FoleyFXGroup = "metal_foley"
If similar, just change "prop" to "armedbuilding" and that should fix the problem.
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Delta-1035
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Re: Object Problem

Post by Delta-1035 »

that laat isn't supposed to be a turret and in my .odf I haven't written FoleyFXGroup = "metal_foley". Thanks for the help i'll try.

EDIT: i've remake the map with the new laat .odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "laat_wreck.msh"

[Properties]

GeometryName = "laat_wreck"
FoleyFXGroup = "metal_foley"
but it still dosen't work!
Hidden/Spoiler:
Image
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Re: Object Problem (still unsolved)

Post by swingking »

This has happened to me several times where the object is upright in ZE, but ingame it's horizontal. find out what axis it rotates on from ZE to battlefront and rotate 90 degrees that way. the abnormal scattering of doors and parts will make it
look mare like a crash than a nosedive. :D
e.g.
if:
ZE = "_" and SWBF = "!",
rotate in ZE so that ZE = "."
|..................................|
in which case the period is the origin
hope this helps!
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Re: Object Problem (still unsolved)

Post by Teancum »

You have to add the animations for the LAAT to the odf. Even though it's not using any animations, that's how it knows where to put everything.
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Re: Object Problem (still unsolved)

Post by AceMastermind »

It looks like he's using t551's wrecked LAAT found HERE, this model has no animations, it's just a prop with some hard points for attaching effects to, there could be a problem with the model itself, re-export it and try again.
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Re: Object Problem (still unsolved)

Post by Master_Ben »

Export again?

The same thing happens with me.
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