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Problem with model.req?
Posted: Fri Aug 22, 2008 7:39 pm
by xXxINSANITYxXx
ok, my problem is this in the mungelog
Re: some problem for .model.req
Posted: Fri Aug 22, 2008 8:03 pm
by computergeek
You have no req for that unit
copy someone elses (like the trooper's) and change it from ***_inf_rifleman to your unit's name
Re: some problem for .model.req
Posted: Fri Aug 22, 2008 8:25 pm
by Maveritchell
computergeek wrote:You have no req for that unit
copy someone elses (like the trooper's) and change it from ***_inf_rifleman to your unit's name
No.

Errors that say .req usually aren't a problem with the .req, but people always assume they are.
It's probably a bad model or a bad munge of the model. I would reexport the model.
Re: some problem for .model.req
Posted: Fri Aug 22, 2008 9:16 pm
by xXxINSANITYxXx
i tried re exporting, it didnt solve the problem, heres a pic of my higherarky
that is how i exported it
Re: some problem for .model.req
Posted: Fri Aug 22, 2008 9:44 pm
by Caleb1117
Go into Data_ABC/_BUILD/Sides/
ABC/Munged/PC
Then find the rep_inf_mas.model.req file, and another such files associated with the the model, and delete them, re-munge.
Re: some problem for .model.req
Posted: Fri Aug 22, 2008 11:09 pm
by xXxINSANITYxXx
didnt work, could it be something w/ my layers?
Re: some problem for .model.req
Posted: Sat Aug 23, 2008 4:43 am
by MandeRek
That hierarchy is totally wrong.. Export an unit (and any other mesh, this is just with bones) as following:
1.DummyRoot - Meshes and Shadovolumes - (Under main mesh) bone_root
2.Branch (middle mouse) select the bone_root and hide it, otherwise you'll see the boneroot ingame
3.Branch select the DummyRoot
4.Export with 'Export Selected Models Only', 'Export Textures' with texture type is 'TARGA' and 'Ignore Warnings'
5.When you can't export with the addon, let someone else do it. File>CrossWalk>Export and then XSI Text v5, or summin like that, i don't have xsi 6
Maybe this should be stickied before more ask.
Any mesh should be child of DummyRoot, which is a null. Always export a mesh as above, with or without bones, animations are a different type, but the above is ALWAYS correct for normal meshes
Re: some problem for .model.req
Posted: Sat Aug 23, 2008 2:04 pm
by xXxINSANITYxXx
ok, branch selecting dummyroot worked, now...... it seems his bones arnt working
J*Edit could it be because i replaced the textureoveride w/ my meash and named it the same
Please use .jpgs, if possible. PNGs aren't necessary for normal screenshots and they slow down the page loading. Thanks -Staff
Re: some problem for .model.req
Posted: Sat Aug 23, 2008 2:37 pm
by AceMastermind
I'm going to take a wild guess and say you used RepSharpshooter's MshEx to convert it to msh.
Re: some problem for .model.req
Posted: Sat Aug 23, 2008 2:39 pm
by MandeRek
The name doesn't matter at all, you must envelope the mesh to the bone_...s and eff_...s.. That's the rule! And hide your hp_weapons btw
Edit: Ace, good point.. Won't MeshEx crash though, when exporting envelopes? Or will it just ignore them?
Re: some problem for .model.req
Posted: Sat Aug 23, 2008 2:58 pm
by xXxINSANITYxXx
yay, i used mshex, adn i did envelope, and those are from the gun, not my modle
Re: some problem for .model.req
Posted: Sat Aug 23, 2008 3:54 pm
by Caleb1117
MshEx won't do player models.
Nice Master Chief anyway.
Re: some problem for .model.req
Posted: Sat Aug 23, 2008 4:24 pm
by computergeek
If you get the heirarchy set up properly, send it to me and I'll export it
(30 day trial) and AWESOME CHEIF!
Re: some problem for .model.req
Posted: Sat Aug 23, 2008 5:24 pm
by xXxINSANITYxXx
im working on redoing some things the ill send it to u compgeek, i have an even cooler skin!
Re: some problem for .model.req
Posted: Sat Aug 23, 2008 5:34 pm
by AceMastermind
I guess we're done here.......*locked*
I hope that isn't a ripped model from Halo, if it is then don't bring it to Gametoast.