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getting own model ingame problem
Posted: Thu Jul 24, 2008 9:46 am
by Guest
the problem is that in zero editor it looks so:
its already strange that it is completely black, because it should be textured, but then when i munge and load the map its even more confusing:
when i munged it first time i got some error message in a txt file, something about no poly count... its very bad and no collision and some problem with textures but it munged fine and told me i can run swbf2
but as you can see the model is not there
Re: getting own model ingame problem
Posted: Thu Jul 24, 2008 10:10 am
by MandeRek
How's your mesh called? For now i think it sees it as a shadowvolume, and that's why no actual mesh shows up.
You've put the mesh(es) under dummyroot, branch selected it and exported with 'Export Selected Models Only' right?
Re: getting own model ingame problem
Posted: Fri Jul 25, 2008 4:22 am
by Guest
the mesh is called lambda.msh, texture is lambda.tga and odf is lambda.odf
i exported it with selected models only, however how can i export it to dummyroot (and where will it be then) and what do you mean "branch selected"?
i tried exporting it again (without textures this time, but its still black in zero editor) and here what i got when munged:
WARNING[PC_modelmunge msh\lambda.msh]:lambda has 2028 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
ERROR[PC_modelmunge msh\lambda.msh]:NO POLY COUNT FOR lambda: THIS IS VERY BAD
ERROR[PC_modelmunge msh\lambda.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\lambda.msh]:Unable to write collision tree nodes, no tree exists
3 Errors 1 Warnings
however i created a polymesh and renamed it to collision
btw, ingame its missing again
here is my odf (is the properties part necessary? and can it be the reason?)
[GameObjectClass]
ClassLabel = "prop"
GeometryName = "lambda.msh"
[Properties]
GeometryName = "lambda"
FoleyFXGroup = "metal_foley"
Re: getting own model ingame problem
Posted: Fri Jul 25, 2008 8:34 am
by Teancum
If you ever get any errors (warnings are ok) in the mungelog it's a good idea to fix the problem right then, as odds are whatever it is won't work in-game.
Re: getting own model ingame problem
Posted: Fri Jul 25, 2008 4:47 pm
by Guest
the problem is i have no idea whats the problem
it says that the collision is missing, however i made it, i could have exported it in a wrong way, but how can i export it thenso that it will work
and is the odf OK? i dont know much about it
Re: getting own model ingame problem
Posted: Sat Jul 26, 2008 12:42 am
by FragMe!
What are you using to export your model? Pandemic or mshex?
I don't believe mshex supports collision yet it relies on munge to make it.
Try exporting the model without the collision if you are using mshex
Re: getting own model ingame problem
Posted: Sat Jul 26, 2008 1:49 pm
by Guest
i use pandemic xsi addon, so that means there shouldnt be any problems
but ill try it without collision
EDIT: i dont get any errors or warnings if i make it without collision, but i still cant see it ingame
