Crash.....the opposite of what I have seen [Solved]

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agzilla123
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Crash.....the opposite of what I have seen [Solved]

Post by agzilla123 »

Ok, so I have my modded map, and I am testing my modded side. (for those of you who don't know, I figured out what I did wrong with my old custom side :D ) So now, when the character selection screen appears, approximately 5 seconds later, the game crashes. This is the error, according to my error log, that is crashing the game because it is message severity 3.
Hidden/Spoiler:
Message Severity: 3
.\Source\EntitySoldier.cpp(11385)
EntitySoldierClass::Build 'cge_inf_battledroid' with no high res geometry!
I have seen things like this when i searched high res geometry on this site. Apparently everyone is having problems like this with weapons, or they are missing the low res geometry which I am not apparently. I have not, however, seen anything like this crash with high res geometry on this site.

Any help would be appreciated.
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Re: Crash.....the opposite of what I have seen

Post by Fluffy_the_ic »

Weird. You may have the wrong msh. If it's a custom model someone made for you, or you edited, you (or they) may have hidden the normal part of it so they could see the lowrez well, and then forgot to unhide it.
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agzilla123
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Re: Crash.....the opposite of what I have seen

Post by agzilla123 »

Well, I just used the battledroid .msh in the assets, but maybe I used the wrong one. Which one would it be?

Any help would be appreciated.
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Re: Crash.....the opposite of what I have seen

Post by Fluffy_the_ic »

It is cis_ing_bdroid.msh
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Re: Crash.....the opposite of what I have seen

Post by agzilla123 »

Well, that was the one I used. Anything else I could try that might help keep my map from crashing?
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Re: Crash.....the opposite of what I have seen

Post by Fluffy_the_ic »

I have one theory. You called for the wrong .msh in your odf. When you edited it, you may have accidentally messed up a line involving the msh.
When that doesn't work,t o your computer's search feature and type in cis_inf_bdroid and then copy and paste all of the mshes and tgas and msh.options and tga.options that come up into your side's folder.
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Re: Crash.....the opposite of what I have seen

Post by NullCommando »

Show us the unit's .odf
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Re: Crash.....the opposite of what I have seen

Post by agzilla123 »

Here it is:
Hidden/Spoiler:
[GameObjectClass]

// Base class for all CIS soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "cis_inf_bdroid.msh"

[Properties]
ExplosionName = "cis_inf_droid_exp"
HealthType = "droid"

// most droids have funky posture, easiest to put it here
CollisionHeadOffset = "0.0 -0.11 0.05"


ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0


HurtSound = "cis_inf_com_chatter_wound"
DeathSound = "droid_death"
DamageRegionSound = "cis_inf_com_chatter_wound"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "cis_inf_droid"

WEAPONSECTION = 1
WeaponName = "com_weap_inf_fusioncutter"
WeaponAmmo = "0"
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Re: Crash.....the opposite of what I have seen

Post by Maveritchell »

It looks like you copied over parts of the cis_inf_default, but not all of it. You didn't set a geometry (the geometry under GameObjectClass is irrelevant; it just sets geometry for ZE), so the error means exactly what it says - there's no high-res geometry.
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Re: Crash.....the opposite of what I have seen

Post by agzilla123 »

Thanks! Could you give me a suggestion as to where to put it?
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Re: Crash.....the opposite of what I have seen

Post by NullCommando »

[GameObjectClass]
ClassParent = "cis_inf_default_pilot" -- You can use whatever unit default. Officer, sniper, marine, etc..


[Properties]
GeometryName = "yourgeometryhere"
GeometryLowRes = "yourgeometryhere"
SkeletonName = "bdroid"
SkeletonLowRes = "bdroidlz" -- B1 Droid Skeletons so the unit will look proper.

FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
A basic unit .odf. Might help with basic setup.
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Re: Crash.....the opposite of what I have seen

Post by Maveritchell »

Well, if it doesn't go under GameObjectClass...

You need to use the stock .odfs as guides for how and where to place parameters in your .odfs. Odf files are the easiest thing to learn for the very reason that you have so many examples sitting there waiting for you to look at them.
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agzilla123
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Re: Crash.....the opposite of what I have seen

Post by agzilla123 »

Well, after about 10 minutes of checking my work to make sure i didn't do anything wrong after changing the odf based on the information you gave me..........

it worked!

Thanks! This thread can now be closed.
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