Tried using the cloth tutorial,

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BF2-Master
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Tried using the cloth tutorial,

Post by BF2-Master »

Well, I tried using RepSharpshooter's Cloth tut to give my MagnaGuard a new mesh. I changed it in the odf and followed every step as close as possible. When I munged, I got this:

ERROR[PC_modelmunge msh\cis_inf_magnaguard_caped.msh]:NO POLY COUNT FOR cis_inf_magnaguard_caped: THIS IS VERY BAD
ERROR[PC_modelmunge msh\cis_inf_magnaguard_caped.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\cis_inf_magnaguard_caped.msh]:Unable to write collision tree nodes, no tree exists

If anyone can help me, please and thanks
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Re: Tried using the cloth tutorial,

Post by SilvaDalek »

Does it work in-game? Put your BF2 log if crash. :wink:
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Re: Tried using the cloth tutorial,

Post by Teancum »

No way that would work in-game.

Odds are you copied over one to many bytes, overwrote a necessary byte, etc. Been there many times. Best thing to do is hex-copy/paste the whole thing over again.
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Re: Tried using the cloth tutorial,

Post by BF2-Master »

Darn,

Anyone mind doing it for me?

Eh, I'll try again anway.

Thanks
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Re: Tried using the cloth tutorial,

Post by SilvaDalek »

Code: Select all

[GameObjectClass]
ClassParent         = "rep_inf_default_engineer"


[Properties]
ClothODF            = "rep_inf_ep3sniper_cape"

GeometryName        = "rep_inf_ep3armoredpilot"
GeometryLowRes      = "rep_inf_ep3armoredpilot_low1"
FirstPerson         = "REP\reptroop;rep_1st_trooper"

This is my engineer odf. Why didn't this show up? (No errors or anything . . .)
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Re: Tried using the cloth tutorial,

Post by Grev »

Silva, is that all you did to make your engineer have the cape?
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Re: Tried using the cloth tutorial,

Post by SilvaDalek »

Okay I guess there's more to it then odfs . . . :P
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Re: Tried using the cloth tutorial,

Post by Grev »

SilvaDalek wrote:Okay I guess there's more to it then odfs . . . :P
So it didnt work? Darn.. so much for an easy way out.


Btw, Rep did release a clone trooper with a cape, so unless you need a engineer or a jettrooper, then you haver one ready for you.
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Re: Tried using the cloth tutorial,

Post by SilvaDalek »

It really doesn't matter. I don't really care . . .

Is there a cloth thread? (a how to cloth thread that is . . .)
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Re: Tried using the cloth tutorial,

Post by BF2-Master »

Yea, in the modding faq, but it's long and confusing.
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Re: Tried using the cloth tutorial,

Post by FragMe! »

A couple of questions
Is this a brand new mesh you created?
When you exported the model from XSI did you branch select the whole dummyroot? From experience if you don't it just exports the null and no model bits that is why you get the This is Very Bad message.
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Re: Tried using the cloth tutorial,

Post by BF2-Master »

No, I did not make the model in XSI. I used the 'Adding Animated BF2 Capes to Models' tutorial in the Modding FAQ to add count dooku's cape to a magnaguard.
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Re: Tried using the cloth tutorial,

Post by FragMe! »

Did you try Darth_Z13's tut also located in the FAQ it is about adding BF1 cape to BF2 models, as a matter of fact the example is for putting Dooku's cape on a Magna Guard
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Re: Tried using the cloth tutorial,

Post by Teancum »

I think he's hoping for cloth physics.
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Re: Tried using the cloth tutorial,

Post by BF2-Master »

Yes, I added a bf1 cape, but I didn't want to be obsolete when all of the other modders are using real cloth.
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Re: Tried using the cloth tutorial,

Post by The_Emperor »

BF2-Master wrote:Yea, in the modding faq, but it's long and confusing.
Follow it step by step and it should be fine, that tutorial is as complete as you can get. It's not that much work either.

You probably inserted an imcomplete MODL chunk for the cape, or too long. Just try again. I could send you Dooku's cape chunk if you want, then you'll only need to paste it in and edit the HEDR and MSH2 longints as described in Reps tut.
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Re: Tried using the cloth tutorial,

Post by RepSharpshooter »

Wow I've never seen those errors before. You messed something up in the copy. I can't say specifics, but just make sure the modl chunk is in there properly, is the right size (you didn't leave off any of it), you added the right number to hedr and msh2. Also, for the magnaguard cape you want to copy the c_(collision name) chunks from dooku. You can find a list in the cloth's COLL chunk.
Then you'll have to use the TRAN chunk to position it properly (that's a whole other story).

Also, a tip for hex editors, when writing the HEDR and MSH2 long ints, simply put your cursor on the 'C' of CL1L and read the index (decimal) at the bottom left of the window. That is what the HEDR size is. Also, put your cursor on the 'S' of SKL2 and read the index (decimal) at the bottom left of the window, and subtract 16. This is the MSH2 size. This makes it so you can just throw in a bunch of modl chunks, then easily write the correct size.

Make sure not to forget the c_ meshes, a list is in the COLL chunk.
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