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Non-animated character model odf's
Posted: Sun Jan 27, 2008 9:21 pm
by Taivyx
I'm having some trouble getting my T3 unit ingame.
I'm repetitively getting these errors in my error log:
Code: Select all
Message Severity: 3
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'T3' failed to find animmap human_
Message Severity: 3
.\Source\DisplaySoldier.cpp(240)
DisplaySoldier 'T3' failed to find animmap human_
I'm pretty sure the reason why it's looking for the human animations is because it's parent is com_inf_default, but I'm not sure how to make it NOT look for an animation set.
The T3 appears on the spawn screen, but when I try to spawn, the map crashes.
The unit's odf:
Note: This model has no bones/animations.
Re: Non-animated character model odf's
Posted: Sun Jan 27, 2008 9:30 pm
by Crazy_Ewok
I did this to make R2 work
Re: Non-animated character model odf's
Posted: Sun Jan 27, 2008 9:42 pm
by Taivyx
Took that odf, changed the geometry names and weapons, still the same errors.

Re: Non-animated character model odf's
Posted: Sun Jan 27, 2008 10:00 pm
by Crazy_Ewok
Did your odf look exactly like this
Re: Non-animated character model odf's
Posted: Sun Jan 27, 2008 10:04 pm
by Maveritchell
That might be a weapon issue and not a unit issue. The .odf doesn't have any glaring errors. Try it with just a stock fusioncutter or something.
Re: Non-animated character model odf's
Posted: Mon Jan 28, 2008 1:48 pm
by Taivyx
Well, I removed the blaster_arm weapon, which I believed was causing the problem.
So, when I went to test it, the T3 had a fusion cutter model floating beside it.
I went back and deleted the lines calling for a Geometry in the T3_fusioncutter.odf, but it now it crashes about a second into the game, usually before I can select a team.
So how would I tell the weapon not to use a model?
T3_fusioncutter.odf
Code: Select all
[WeaponClass]
ClassParent = "com_weap_inf_fusioncutter"
[Properties]
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
Re: Non-animated character model odf's
Posted: Mon Jan 28, 2008 1:51 pm
by Maveritchell
Just use a "null" model. Attached is an invisible grenade mesh (i.e. "null").