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Messages - Ande

#1
Application.CGA_GetNodeVertexPositions is one of the native extension methods provided by ZETools (through CGeoAccessorWrappers.32.dll or CGeoAccessorWrappers.64.dll). You're using Mod Tool so it should be CGeoAccessorWrappers.32.dll.

Did you make sure to install the correct Visual C++ Redistributable (2015 x86)? If that is installed and the .dll files are in the right directory (XSIZETools/Application/Plugins/) XSI should load it automatically.
#2
I already played two rounds of the map. Didn't really notice it though. Have to play it again. Outstanding map btw. So many small details which really give this map a unique character.
#3
For me it doesn't look normal when I use a Null as DummyRoot. For what exactly do you use those polygons? Do they glow?
#4
Could you send me the .msh file which looks buggy? I'd like to take a look at it if you don't mind.

Edit:
Found the problem. You have a second layer of polygons behind the main mesh:
[spoiler][/spoiler]
These yellow and green polies should be deleted. They're facing in the same direction as the other ones so you can't see them from behind if you have culling on (default in SWBF and ZE).
#5
Ok. When I still modded SWBF1 I once tried to place a character as prop which messed him up. He 'exploded'. Maybe that's what happens to the door. However I assume you're placing the door as animatedprop or door, so they doesn't really apply. All SWBF1 doors have an idle animation, which is just the basepose.msh duplicated. Maybe try that. So you would munge basepose.msh, idle.msh and open.msh into the animation.
#6
Do you have Export Animations checked when you export the model you place in ZE? I believe having animations in your .msh file does weird stuff to models in ZE... The models pandemic used to place in ZE(for example the celldoor) only have 1 frame of animation which doesn't move anything.
#7
Could this be z-fighting between lowrez and your main model or something? Usually flashing happens if two exactly same models are at the same place so the engine can't calculate what to show first. Maybe try hding your lowrez?
#8
You always have to consider that most of these things were said by SWBF 2 modders.
Could you show some screenshots? Do they look normal in-game?

I fixed that collision primitive error BTW. It seems I only ever tested cube primitives...
#9
You could try to make it a child of the bone. Or envelope it to the bone.
What error does it give? Did you name your collision primitive according to it's type?
cube primitive should have cube in its name.
Cylinder primitive should have cyl in its name.
Sphere primitive should have sphere in its name.
Examples:
p_cube_door -> cube primitive
p_doorr_sphere -> sphere primitive
p_column_cylinder -> cylinder primitive
p_ab_cyl_cd -> cylinder primitive
#10
Interesting. Which exporter did you use?
#11
3D-Modeling, Animation and Texturing / Re: XSI ZETools
October 13, 2012, 01:39:11 AM
:D OK. As long as it works.
#12
3D-Modeling, Animation and Texturing / Re: XSI ZETools
October 12, 2012, 03:42:15 AM
If you open the script editor(Scroll button or Alt+4)you should be able to see the whole error message in the text box(in red). Copy that and paste it here.
#13
3D-Modeling, Animation and Texturing / Re: XSI ZETools
October 06, 2012, 03:12:11 PM
Should work now.
I messed a setting up accidentally.
#14
3D-Modeling, Animation and Texturing / Re: XSI ZETools
October 06, 2012, 10:00:00 AM
You certain? :P I googled a bit and found out that the problem you're having is common with python 2.7. I found a solution though which I'll implement until the next release.

BTW, it's now possible to import geometry + animations:
http://gametoast.com/forums/viewtopic.php?p=484590#p484590
#15
3D-Modeling, Animation and Texturing / Re: XSI ZETools
October 06, 2012, 04:59:04 AM
Which version of python do you have installed? That module it mentions in the error report comes with python automatically so it most likely is a problem with your python version.