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ZE problem

Posted: Sun Jun 29, 2008 5:32 pm
by Fluffy_the_ic
Sorry if this is the wrong forum for this, but so I made a model. I hid half of it to make it easier to work with, but I think I did something wrong when I UNhid it because in ZE the hidden half doesn't show up. And ingame IT doesn't show up. It's the first model of mine to NOT crash a map, but it never shows up. What's wrong?
I have a section of the Error log here that's regarding the object:
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "hoth_bldg_training_building"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, hoth_bldg_training_building, that does not have an .odf file associated with it

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "hoth_bldg_training_building"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, hoth_bldg_training_building1, that does not have an .odf file associated with it[/code]
The thing is, I have that odf, too.

Re: ZE problem

Posted: Mon Jun 30, 2008 2:17 am
by DarthD.U.C.K.
can you post your odf please?

Re: ZE problem

Posted: Mon Jun 30, 2008 5:49 am
by Aman/Pinguin
First possible problem:
The ODF doesn't exist. But you said it does so,
Second possible problem:
The ODF doesn't get munged or you simply didn't munge it.
In which folder is the ODF?

Re: ZE problem

Posted: Mon Jun 30, 2008 9:51 am
by Fluffy_the_ic
Aman/Pinguin wrote:First possible problem:
The ODF doesn't exist. But you said it does so,
Second possible problem:
The ODF doesn't get munged or you simply didn't munge it.
In which folder is the ODF?
Common>ODF
My odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "rep_hover_glass_hoverchair.msh"

[Properties]
WaterEffect = "com_sfx_waterwake_sm"

FLYERSECTION = "BODY"
VehicleType = "light"

Label = "Speederbike"

MapTexture = "speederbike_icon"
HealthTexture = "HUD_speederbike_icon"
MapScale = 1.5

ExplosionName = "rep_hover_speederbike_exp"
GeometryName = "rep_hover_barcspeeder"
CollisionThreshold = "4.0 20.0 0.0"
CollisionScale = "0.0 -0.0001 -0.1"
//CollisionScale = "1.0 -0.5 0"
//FirstPerson = "rep\repspbk;rep_1st_cockpit_speederbike"
VehiclePosition = "common.vehiclepositions.pilot"
WakeEffect = "dustwake"
WaterEffect = "com_sfx_waterwake_sm"

PilotPosition = "hp_rider"
Pilot9Pose = "humanlz_speederbike_9pose"

AnimationName = "rep_hover_barcspeeder"
FinAnimation = "barcspeeder_9pose"

MaxHealth = 80.0
//HitLocation = "p_crithit 0"

TimeRequiredToEject = "0.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

DamageStartPercent = 70.0
DamageStopPercent = 50.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 50.0
DamageStopPercent = 10.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageEffectScale = 0.2
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"

SetAltitude = .85
GravityScale = 4.0 //2


Acceleration = 40.0
Deceleration = 60.0
Traction = 35.0
ForwardSpeed = 14.0
ReverseSpeed = 14.0
StrafeSpeed = 3.0

EnergyBar = 50
EnergyAutoRestore = 15
EnergyBoostDrain = 20
BoostSpeed = 40
BoostAcceleration = 100.0
BoostFOV = 60

AddSpringBody = "0.0 0.7 1.5 1.4"
BodyOmegaXSpringFactor = -2.0

AddSpringBody = "-0.5 0.7 -1.0 1.4"
AddSpringBody = "0.5 0.7 -1.0 1.4"

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 2.5
OmegaZSpring = 5.0
OmegaZDamp = 1.8

SpinRate = 1.5
TurnRate = 3.0
BoostTurnMultiplier = 1.0
TurnFilter = 15.0
PitchRate = 0.5
StrafeRollAngle = 0.0
ThrustPitchAngle = 0.0
BankAngle = 0.002
BankFilter = 3.0
LevelSpring = 10.0
LevelDamp = 5.0

JumpTimeMin = 0.0
JumpTimeMax = 0.0
JumpForce = 0.0
JumpMinSpeedMult = 0.0
JumpEnergyPerSec = 0.0


//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 25.0


EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0 2.5 -6"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

CockpitTension = "12"

NormalDirection = "0.0 -10.0 0.0"

PitchLimits = "-5.0 5.0"
YawLimits = "-15.0 15.0"



BlurEffect = 0.5 //the closer to 1 the greater the blur
BlurStart = 0.8 //percentage of maxspeed where blur starts



AISizeType = "MEDIUM"
NoCombatInterrupt = 1
//AvailableForAnyTeam = 1

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_hover_barcspeeder_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_hover_barcspeeder_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_hover_barcspeeder_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "rep_hover_barcspeeder_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "rep_hover_barcspeeder_chunk5"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 0.0"


VOUnitType = 134
EngineSound = "speederbike_engine_parameterized"
HurtSound = ""
DeathSound = "com_weap_obj_small_exp"
VehicleCollisionSound ="com_veh_collision_sm"
TurnOnSound = ""
TurnOffSound = ""
Music = ""
CisMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.5"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
//BoostSound = "imp_hover_speederbike_boost_on 0.5 1"
//BoostSound = "imp_hover_speederbike_boost_on_max 0.9 1"
//BoostSound = "imp_hover_speederbike_boost_off_max 0.8 0"
//BoostSound = "imp_hover_speederbike_boost_off 0.4 0"
FoleyFXGroup = "metal_foley"
What's wrong? Yes, I know I took out the wapons sectoin, is that bad?

Re: ZE problem

Posted: Mon Jun 30, 2008 9:58 am
by DarthD.U.C.K.
common\odf is wong!
you have to make odf and msh folders in the BF2_ModTools\data_XXX\Worlds\XXX\ folder
and out your odfs ans mshs in these folders

Re: ZE problem

Posted: Mon Jun 30, 2008 10:01 am
by Fluffy_the_ic
DarthD.U.C.K. wrote:common\odf is wong!
you have to make odf and msh folders in the BF2_ModTools\data_XXX\Worlds\XXX\ folder
and out your odfs ans mshs in these folders
Oh... I posted the wrong odf, too.
EDIT: Oh yeah, I forgot 1 thing. The object I posted the ODF for doesn't show up ingame OR in ZE. Is it just because it's transparent?

Re: ZE problem

Posted: Mon Jun 30, 2008 10:02 am
by Aman/Pinguin
if you mean data_XXX/common/odf, then it's no wonder it doesn't work. that folder doesn't get munged at all.

Re: ZE problem

Posted: Mon Jun 30, 2008 10:08 am
by Fluffy_the_ic
So I tested both objects out, this is my mungelog (Okay, mods, I am starting to think you should move this)
Hidden/Spoiler:
ERROR[PC_modelmunge odf\glass_hoverchair_ride.msh]:NO POLY COUNT FOR glass_hoverchair_ride: THIS IS VERY BAD
ERROR[PC_modelmunge odf\glass_hoverchair_ride.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge odf\glass_hoverchair_ride.msh]:Unable to write collision tree nodes, no tree exists
WARNING[PC_modelmunge odf\training_building.msh]:training_building has 2561 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
ERROR[PC_modelmunge odf\training_building.msh]:NO POLY COUNT FOR training_building: THIS IS VERY BAD
ERROR[PC_modelmunge odf\training_building.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge odf\training_building.msh]:Unable to write collision tree nodes, no tree exists
6 Errors 1 Warnings

Re: ZE problem

Posted: Mon Jun 30, 2008 10:15 am
by DarthD.U.C.K.
DID you copy the odfs, meshs etc in the right folder now?
you have to put your model under the dummyroot in xsi, to get rid of the collision and boudingbox errors

Re: ZE problem

Posted: Mon Jun 30, 2008 10:54 am
by Fluffy_the_ic
DarthD.U.C.K. wrote:DID you copy the odfs, meshs etc in the right folder now?
you have to put your model under the dummyroot in xsi, to get rid of the collision and boudingbox errors
I did that for one of them, but my 30-day free trial of Foundations expired today, even though I got it on the 13th.