All of my hintnodes ar treated as sniper nodes? [Solved]
Moderator: Moderators
- wishihadaname
- Captain

- Posts: 493
- Joined: Fri Dec 28, 2007 2:10 pm
- Projects :: The Corellian Resistance
- Location: Look to your left.... no, your other left....
All of my hintnodes ar treated as sniper nodes? [Solved]
im putting some finishing touches on my map and among these are hintnodes. however now that i have just put about 150 of them on the map he AI for some reason treats them all like sniper nodes! and i know i put down fortification cover and mine and landind nodes as well WHAT GIVES!
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: whats with my hintnodes?
You have to change the type of node after they've been placed, not before. If you select it before, it doesn't do anything and they reset to the default sniper node.
- wishihadaname
- Captain

- Posts: 493
- Joined: Fri Dec 28, 2007 2:10 pm
- Projects :: The Corellian Resistance
- Location: Look to your left.... no, your other left....
Re: whats with my hintnodes?
AAH THE BLINDING FLASHES OF THE OBVIUS!!!
thanks alot for you help its obvius things like this that i never seem to get
EDIT: also i have another problem like three snipers want to sit on each hintnode is there any way to fix it so its one person per node?
and another thing im having problems with. but i don't wanna spam up the mod channel with different posts for each thing i don't understand. Im trying to make Leutenant as a hero for the imperials, so i copied him off of the imperial officer and followed the tutorial for having multiple textures to one moddel word for word. but i ended up with something that has the right mesh but no color whatsoever it the ghosttrooper
but seriusly how do i fix that?
thanks alot for you help its obvius things like this that i never seem to get
EDIT: also i have another problem like three snipers want to sit on each hintnode is there any way to fix it so its one person per node?
and another thing im having problems with. but i don't wanna spam up the mod channel with different posts for each thing i don't understand. Im trying to make Leutenant as a hero for the imperials, so i copied him off of the imperial officer and followed the tutorial for having multiple textures to one moddel word for word. but i ended up with something that has the right mesh but no color whatsoever it the ghosttrooper
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: whats with my hintnodes?
Can you post a pic of the problem? I'm not really following what you're saying.
-
PhantoM
Re: whats with my hintnodes?
wishihadaname wrote:AAH THE BLINDING FLASHES OF THE OBVIUS!!!![]()
thanks alot for you help its obvius things like this that i never seem to get
EDIT: also i have another problem like three snipers want to sit on each hintnode is there any way to fix it so its one person per node?
and another thing im having problems with. but i don't wanna spam up the mod channel with different posts for each thing i don't understand. Im trying to make Leutenant as a hero for the imperials, so i copied him off of the imperial officer and followed the tutorial for having multiple textures to one moddel word for word. but i ended up with something that has the right mesh but no color whatsoever it the ghosttrooperbut seriusly how do i fix that?
TRANSLATION:
He wants to have three units per hintnode. I'm guessing that you just have to put down three hintnodes.
His Lieutenant has no texture.
As for the ghosttrooper part, I'm not sure.
-
Xavious
- Sith Master

- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
Re: whats with my hintnodes?
No, he's saying that multiple snipers use one hint node at the same time and he wants to change it so there's only one sniper per hint node at a time.
And the ghost trooper refers to the textureless Lieutentant.
And the ghost trooper refers to the textureless Lieutentant.
- wishihadaname
- Captain

- Posts: 493
- Joined: Fri Dec 28, 2007 2:10 pm
- Projects :: The Corellian Resistance
- Location: Look to your left.... no, your other left....
Re: whats with my hintnodes?
rofl #3 that is correct! lol its not like i posted in russian. but all jokes aside i guess i should have been alittle more clear. ya my leutenant is textureless for some reason, and ya i have what looks like three snipers T-bagging eachother at each node. so thats my problem any idea how to fix it?
EDIT: ill cut all the jokes from my posts from now on since its clear noone likes them.
EDIT: ill cut all the jokes from my posts from now on since its clear noone likes them.
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: whats with my hintnodes?
To fix that (maturity issue) I would suggest using less crude analogies. As to the actual hintnode issue, I don't know that you can. There are no controls for hintnodes to assign certain numbers of AI to one (or a certain amount of action) to my knowledge.wishihadaname wrote:...what looks like three snipers T-bagging eachother at each node. so thats my problem any idea how to fix it?
And as to the missing texture, I'm willing to bet that you don't have all the textures you need. If you've looked through the actual .msh file of the officer, you'll notice that despite the fact that the texture in the MSH folder is "imp_inf_officer.tga," the reference in the .msh is "test_inf_officer.tga." (Yes, I know it references imp_inf_officer.tga too.) Make sure that you've got all the textures your .msh file mentions and then you won't have any issues with nonexistent textures.
- wishihadaname
- Captain

- Posts: 493
- Joined: Fri Dec 28, 2007 2:10 pm
- Projects :: The Corellian Resistance
- Location: Look to your left.... no, your other left....
Re: whats with my hintnodes?
i already figured that out and here is what i have tried (also sory about the t-bag mention no more joking)
1) i took every mention of the officer and changed it to office1 (the name of my tga)
2) i added teh OverrrideTexture line to the odf
3) repeated step one for the low texture
1) i took every mention of the officer and changed it to office1 (the name of my tga)
2) i added teh OverrrideTexture line to the odf
3) repeated step one for the low texture
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: whats with my hintnodes?
Not every model can use OverrideTexture. The model had to be built with it when it was exported for the game.
- wishihadaname
- Captain

- Posts: 493
- Joined: Fri Dec 28, 2007 2:10 pm
- Projects :: The Corellian Resistance
- Location: Look to your left.... no, your other left....
Re: whats with my hintnodes?
i've also tried it without hte override texture and its still blank so im once again lost. althogh i mite have put it in the wrong section, the override texture goes in the properties right?
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: whats with my hintnodes?
The "imp_inf_officer" does not support the "override_texture" feature, you're wasting your time attempting to use it, please read what Mav posted, your question about the texture has already been answered.
- wishihadaname
- Captain

- Posts: 493
- Joined: Fri Dec 28, 2007 2:10 pm
- Projects :: The Corellian Resistance
- Location: Look to your left.... no, your other left....
Re: whats with my hintnodes?
ok ill look through again thank you for your help. i could have sworn i got all of them though, i used the search feature from the very top to the very bottom and every time it said the words .tga i renamed the file to office1.tga (my modded tga)
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: whats with my hintnodes?
Did you read what I wrote? If you just modified the .tga in the IMP folder, then what you have now is a .tga called "imp_inf_office1.tga." Even if you go through the .msh file, search for every instance of ".tga," and change the word preceding it from "officer" to "office1," then the .msh file is still trying to call for "test_inf_office1.tga" and "imp_inf_office1.tga." You need to make a copy of your imp_inf_office1.tga and rename it to test_inf_office1.tga.wishihadaname wrote:ok ill look through again thank you for your help. i could have sworn i got all of them though, i used the search feature from the very top to the very bottom and every time it said the words .tga i renamed the file to office1.tga (my modded tga)
- wishihadaname
- Captain

- Posts: 493
- Joined: Fri Dec 28, 2007 2:10 pm
- Projects :: The Corellian Resistance
- Location: Look to your left.... no, your other left....
Re: whats with my hintnodes?
ohh THANK YOU THANK YOU THANK YOU! i got it now im sorry i didn't catch that in your first post 
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: whats with my hintnodes?
Just make sure you use a hex editor and not a text editor. frhed.exe is a good free editor (free of all malware as well). It's easy to find if you google it.
- wishihadaname
- Captain

- Posts: 493
- Joined: Fri Dec 28, 2007 2:10 pm
- Projects :: The Corellian Resistance
- Location: Look to your left.... no, your other left....
Re: whats with my hintnodes?
i have something called xvi32.exe the website said its a hex editor
