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Name and tentacle problems [Solved]

Posted: Sun Jan 03, 2010 2:51 pm
by Jedi Hunter
Hello. I am creating a new side and everything loads and is playable, but there are a two issues I'd like to fix. Thanks in advance to anyone who can help.

1) Names of all characters appear as random strings of letters and numbers

2) The Twi'lek character (based on Aayla's model) has tentacles that are really long - extending through her body and into the ground. Several warnings are attached to her character that may be contributing to the problem:

WARNING[PC_modelmunge msh\mar_inf_oolaskinabc.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\mar_inf_oolaskinabc.msh]:Mesh mar_inf_oolaskinabc segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169.
WARNING[PC_modelmunge msh\mar_inf_oolaskinabc.msh]:mar_inf_oolaskinabc has 1597 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\mar_inf_oolaskinabc.msh]:Mesh mar_inf_oolaskinabc segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169.

Re: Name and tentacle problems

Posted: Sun Jan 03, 2010 3:24 pm
by DarthD.U.C.K.
1. look in the everythingyouneedthread under "localize"

2. that happens if you gave the unit another animation- does the unit use a meeleweapon?
if not, keep the animationname = "aalya" line

Re: Name and tentacle problems

Posted: Sun Jan 03, 2010 7:48 pm
by FragMe!

Re: Name and tentacle problems

Posted: Mon Jan 04, 2010 8:50 pm
by Jedi Hunter
I got the names working, but the tentacles are still not correct. I tried the method in the FAQs and tried removing the "aayla" animation line from the ODF. The character does wield melee weapons, but even when I replaced them with a gun, the bug was still there. I keep getting the same warnings and the same problem.

Re: Name and tentacle problems

Posted: Tue Jan 05, 2010 10:11 am
by DarthD.U.C.K.
and you munged a new animset with the proper basepose and gave that the unit as anim?

Re: Name and tentacle problems

Posted: Wed Jan 06, 2010 12:01 am
by Jedi Hunter
Ah, that was the problem. I gave the unit the wrong animation set in the odf file. All fixed. Thanks. :thumbs: