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3d model crashs game without log entry

Posted: Fri Oct 10, 2014 10:17 am
by Anakin
Hi,

i have a problem with an playermodel i made. it crashs my game after it is loaded (before the Rep/cis select screen), but there is no error log entry.
Any idea what it can be??
If you need i can upload the file.

Re: 3d model crashs game without log entry

Posted: Fri Oct 10, 2014 10:37 am
by thelegend
Hm..can you explain us the main steps you followed?
And: Did the player model work a time before? Or is this the first time you exported your playermodel?

Re: 3d model crashs game without log entry

Posted: Fri Oct 10, 2014 10:41 am
by Anakin
You can find the mainsteps here: http://www.gametoast.com/viewtopic.php?f=36&t=30747

It crashes since i exported it with the pandemic addon. Before with ZETool under Mod Tool 7.5 without the cloth it worked.

Re: 3d model crashs game without log entry

Posted: Fri Oct 10, 2014 11:01 am
by thelegend
Hm..perhaps try test the cloth thing on a default clone trooper and try if it works there. As I know you have to set up the cloth addon part in your unit's odf. But I am not sure.

Re: 3d model crashs game without log entry

Posted: Fri Oct 10, 2014 1:54 pm
by Anakin
yes but this wouldn't crash the game. I forgott the cloth odf at an other unit and this one did not crash


==EDIT1==

I found this in my error log:

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Not sure if this can crash my game.

==EDIT2==

I hexed the cloth to an other unit and it crashes. Next i removed the cloth from my unit via hex edit and it works :/
So what can i do wrong with cloths??

the cloth chunk is names cloth. the cloth odf is names cloth and in the cloth odf the name of the msh is right too (i take my hexed version, becuase it's names new it's shorter)

Code: Select all

[GameObjectClass]       
ClassLabel          = "cloth"

[Properties]
attachedmesh	= "new"

Code: Select all

[GameObjectClass]
ClassParent         = "rep_inf_default_rifleman"

[Properties]
GeometryName        = "new"
GeometryLowRes      = "rep_inf_ep3trooper_low1"
ClothODF			= "cloth"

FirstPerson         = "REP\reptroop;rep_1st_trooper"
on the first view the chunk looks right in my hex editor. Could it be possible that the chunk is simply too big?? when i hexed it to the stock trooper it had an Adr.dec. from 24.143

Re: 3d model crashs game without log entry

Posted: Sat Oct 11, 2014 10:07 am
by AceMastermind
Anakin wrote:the cloth chunk is names cloth. the cloth odf is names cloth ...
It's not clear about how you set up the cloth, but I would at least avoid using ClassLabel identifiers as file names etc.

Re: 3d model crashs game without log entry

Posted: Sat Oct 11, 2014 11:09 am
by Anakin
You are my personal hero Image

Maybe you can also tell me why the collision does not work. I added to the legs some collision things and names them c_l_thigh, c_l_calf,....
Hidden/Spoiler:
Image
Image

Re: 3d model crashs game without log entry

Posted: Sat Oct 11, 2014 12:55 pm
by AceMastermind
I'd have to see a screenshot of your setup or examine the scene itself to give any advice on this.

Re: 3d model crashs game without log entry

Posted: Sun Oct 12, 2014 6:22 am
by Anakin
Here is the pic of the scene.
Hidden/Spoiler:
Image
Steps i did to make the collision:
1. get a new sphere.
2. stretching it to get the shape of an leg
3. moved and rotated to fit the the thigh.
4. duplicate and moved to the other thigh.
5. duplicate, resized, moved/rotated to fit with the calf.
6. duplicate and moved/rotate to the other calf.

Maybe i pressed freeze M some times. Not sure about it. (actually i have no idea what freeze M and freeze do)

Re: 3d model crashs game without log entry

Posted: Sun Oct 12, 2014 3:02 pm
by MileHighGuy
you cant stretch spheres. you can only change their radius in their property page.
Hidden/Spoiler:
Collision Primitives
--- Collision Primitives are a cheaper and faster way of computing collision for the game engine.
It is also the only way to have collision on moving parts such as turrets or bones.
Collision primitives can be either cubes, cylinders, or spheres.
Cubes can be scaled in x,y, and/or z to better fit the geometry they are conforming to.
It is best to leave the original size of 8 units as is and scale the cube from there.
On the other hand, cylinders and spheres CANNOT be scaled. Instead, use the polygon properties such as Radius and Length to control the size of those 2 primitives.
Whether you use cubes, cylinder or spheres you'll want to keep the default Subdivisions.
Also very important, primitive collision pieces CANNOT be frozen (Freeze or Freeze M) or lose their primitive properties.
This information is taken directly into the game engine and if it is lost, the engine will most likely ignore the primitive collision.
Lastly, DO NOT move the center or Freeze the Transforms of primitive collision either or else the proper information will be lost as well.

---There is a limit of 64 collision primitives per model (or 63 primitives + 1 collision mesh).