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Making Jabba playable..

Posted: Fri Jan 09, 2009 6:09 pm
by MetalcoreRancor
Basically I rigged up Jabba the same way I rigged up the Rancor, and it crashed on me. That was a few months back, and recently I dug out the coding to try again, and it still crashes. The errors when munging:

Code: Select all

WARNING[PC_modelmunge Jabba\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge Jabba\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge Jabba\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge Jabba\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge Jabba\tat3_bldg_jabba.msh]:_PC_WriteShadowVolume(tat3_bldg_jabba): invalid shadow face normal
WARNING[PC_modelmunge Jabba\tat3_bldg_jabba.msh]:_PC_WriteShadowVolume(tat3_bldg_jabba): invalid shadow face normal
WARNING[PC_modelmunge Jabba\tat3_bldg_jabba.msh]:_PC_WriteShadowVolume(tat3_bldg_jabba): invalid shadow face normal
WARNING[PC_modelmunge Jabba\tat3_bldg_jabba.msh]:_PC_WriteShadowVolume(tat3_bldg_jabba): invalid shadow face normal
   0 Errors    8 Warnings
So I load ingame, get to the selection screen, pick Jabba, and when I hit spawn, game completely wipes to desktop.

Here's my coding:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "tat3_bldg_jabba.msh"

[Properties]
GeometryName = "tat3_bldg_jabba"

ForceMode = 1
AnimationName = "jabba"
SkeletonName = "jabba"
SkeletonRootScale = 1.1
HealthType = "person"
MaxHealth = 1500.0

WEAPONSECTION = 1
WeaponName1 = "jab_inf_jabbahand"
WeaponAmmo1 = 0


CapturePosts = 1

Acceleraton = 5.0
MaxSpeed = 5.0
MaxStrafeSpeed = 5.0
MaxTurnSpeed = 5.0





CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

NoEnterVehicles = 1

AISizeType = "SOLDIER"


VOUnitType = 174

SoldierMusic = "rancor_chew_02"
HurtSound = "roar_03"
DeathSound = "roar_03"
AcquiredTargetSound = ""
HidingSound = "gam_chatter"
ApproachingTargetSound = "gam_chatter"
FleeSound = "roar_01"
PreparingForDamageSound = "gam_hurt"
HeardEnemySound = "gam_chatter"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = "rancor_amb"
LowHealthThreshold = "5.0"
FoleyFXClass = "rancor_amb"
Ideas? help?

Re: Making Jabba playable..

Posted: Fri Jan 09, 2009 7:01 pm
by DarthD.U.C.K.
jabba doesnt have the normal unit sceletonsetup, i think that causes the problem

Re: Making Jabba playable..

Posted: Fri Jan 09, 2009 7:39 pm
by MetalcoreRancor
I'm using His basepose and animations, simply renamed to work through .combo with sabre in the animation names... In theory it should run just like the Rancor..

Re: Making Jabba playable..

Posted: Fri Jan 09, 2009 7:44 pm
by DarthD.U.C.K.
hmm in theory, but in my (not scientifically prooved) opision, the crash is caused by the different sceleton (the rancor has an unit sceleton)

Re: Making Jabba playable..

Posted: Fri Jan 09, 2009 7:50 pm
by Maveritchell
In "theory" the only reason the rancor worked is because of the similar bone structure. You could get the same results with a number of different units models not meant for that, but the further away from the human bones you go the more likely something's going to goof up.

Just compare the two in Unwrap3D, you'll see a big difference. (Btw "coding" and "rigging" is not exactly what you're doing.)