Unit Idea.

Started by {TcF}Dr.Penguin, May 02, 2012, 02:40:37 PM

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I felt wierd jumping in on SleepKiller's work.....
Now I feel dumb.....
:(

Quote from: {TcF}Dr.Penguin on May 03, 2012, 05:44:01 PM
Thanks! But now the skirt is gone...sorry for finding so many problems.
My fault for not renaming Low1 to something else!

Here this version will hopefully fix everything.

Still doesn't work for me :/ Is it just mine that the skirt doesn't work with? Can't wait for some one else to test it..

idk what I have done wrong then sorry  :shrug: This isn't my primary field...


May 03, 2012, 09:57:42 PM #20 Last Edit: May 04, 2012, 12:57:20 AM by tirpider
I looked at him, very quickly.
It should be working.

It doesn't have a FLGS making it invisible.
Sizes are valid.
The skirt is at the end, so it isn't offsetting anything.
MNDXs look alright.
Everything is parented correctly
Materials are called correctly.

It can't be a MODL limit because other models have hundreds and still work.

I think it's just a mean skirt and doesn't like us.

I'm stuck on him as well, but mainly because the Tantive4 helmet decided to start rotating on me, so my priorities are elsewhere atm.

I still have it in my work folder and will get him on the slab when I push (yet another) of my failed Franken-Tuskens off of it.



-edit
At first I was all....

[spoiler]It's the envelope still mapped to the original unit's skeleton.
ENVL (envelope mapping for a MODL chunk)

specops cape (before)
3           rep_inf_ep3trooper
4           bone_root
5           root_a_spine
14          bone_l_upperarm
15          bone_l_forearm

ep3sniperlow1 cape (what it was in the source model)
3           bone_pelvis
4           bone_r_thigh
5           bone_r_calf
14          bone_l_thigh
15          bone_l_calf

specops cape (remapped)
35          bone_pelvis
37          bone_r_thigh
38          bone_r_calf
45          bone_l_thigh
46          bone_l_calf[/spoiler]But that didn't change anything.
(I'm sure it will when the skirt shows up.)

Then I was all....
[spoiler]It's parented to dummyroot! (PRNT)
(the model names are case sensitive)
So I capitalized the D and R...[/spoiler]that was it.
Same thing happened on the Rebel Captain a few hours ago.

Thanks! His body looks a ton better, but now he is all white like a milkshake, and no matter how many times I save without compression he remains as white as snow.

Quote from: {TcF}Dr.Penguin on May 08, 2012, 07:15:48 AM
Thanks! His body looks a ton better, but now he is all white like a milkshake, and no matter how many times I save without compression he remains as white as snow.
You are saving under the right name right?

[heh, sniped by SleepKiller :) ]

All I can imagine is that it isn't finding the textures.

rep_inf_ep3trooper.tga
rep_inf_ep3sniper_cape.tga

(there is a material call for "rep_inf_ep3sniper.tga" but it isn't used by any of the geometry chunks so it can be ignored.)

In the .option for the msh it has a " -keepmaterial override_texture" option that doesn't need to be there, (can be removed) but that won't make the model white. (tried on other models)

I get a stream error when loading into 3d Object Converter, but I traced that to the sv_ (shadow). (it probably doesn't like the NDXL, which PC battlefront doesn't even use.) That wouldn't cause it to not texture.

At this point all I can suggest is to double check that the tga names are the same as the 2 I listed above.

Game crashes unless I change rep_inf_ep3trooper.tga to rep_inf_specops.tga

thats odd, because there is no ref to rep_inf_specops.tga in the model

Just hex edit the tga names to something different and try it.
=AaTc= Forever

SALLY....

-Retired Modder