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ForumsJedi Knight and Mysteries of the Sith Editing Forum → 3dos working with KEYs
3dos working with KEYs
2005-05-21, 5:01 PM #1
Well folks, I'm having some trouble. I have a matted 3do that shows up just fine in PJED, but when I try to use a KEY, It goes all screwy! I just cant get it.:mad: Please Help me!!!
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2005-05-21, 9:12 PM #2
This is a common problem. Is it screwy in PJED or ingame? Does it show as a small DFLT.mat box or can you see parts your 3do, just twisted in all directions when it moves?
Sometimes everything works fine in PJED, but doesn't ingame.

Chances are, your 3do heirarchy is screwed up. (you can see it if you open your 3do in notepad/wordpad). I don't understand all how KEYS mingle with 3DOs, but I found that JED creates good heirarchies: just import the 3do into JED and then export it as a new name.3do

Sometimes other 3do programs like JOKE or JK3do (dont use JK3do) can switch things around in the heirarchy.
This is retarded, and I mean drooling at the mouth
2005-05-21, 9:27 PM #3
There's also an offset value that can sometimes get screwy, and depending on how many programs you send it through, REALLY gets messed up.

But answere some of F-Body's questions and we can help you further.
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2005-05-22, 11:16 AM #4
Ok Kirby and F-Body, I haven't exactly tried it in game, but since it doesn't work with KEYs in Pjed, I'm assuming that it won't work in game.

Also, I did import it into Jed then export it but it still is Wacko. So I tried to copy the text information and paste it into the other 3do as the The sector K_Torso. It still is wacked out.

Hope this is enough information, guys. thanks.
Help me Massassians...You're my only hope...
2005-05-22, 11:19 AM #5
one more thing. It is not a DFLT.mat box, it is my guy that is contorted in wierd ways
Help me Massassians...You're my only hope...
2005-05-22, 12:24 PM #6
Hmmmm.. ok got a couple more questions for you:

--is it a walkplayer/kyle 3do just retextured? or a custom version 3do (i.e. you added meshes to it?)

--are you using any custom key animations?

If you're really desperate, you could compile all necessary info into a zip so that we can have a look ourselves.


One more thing, if you move things around in the 3do text, you have to be sure to update the heirarchy on the bottom of the file-->total meshes, mesh number, number of child/parent meshes, etc
This is retarded, and I mean drooling at the mouth
2005-05-23, 5:27 PM #7
Alright, Answer 1-I did add new parts to the 3do but it is listed as part of kyles torso

Answer 2-No i am not using any custom animations.

(By the way, thanks for doing this. I'm a newby.):D
Help me Massassians...You're my only hope...
2005-05-23, 5:51 PM #8
Don't worry, chances are, you didn't do anything wrong, and you're just not experienced enough to know it's the program's fault.

What are the names of your parts, and did you include them in the mesh's layer, or did you add them on as a new layer, thus a child node of some parent? What is that parent? I'm trying to get as much information without looking at it myself so that you can learn the process of elimination.

JediKirby
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2005-05-24, 5:00 PM #9
Ok, Kirby, I didn't make any new sectors or meshes, I just added something onto the torso. its not a child, it IS the torso, just with extra parts coming off.
Thanks again.
Help me Massassians...You're my only hope...
2005-05-24, 6:31 PM #10
OK, now I'm not exactly sure myself what the problem is, but a suggestion is this:

Take a look at the 2 seperate 3DOs in .txt format. Compare everything. Post the blocks of text's differences here. What I'm thinking happened is that the center of the torso mesh became obscured, perhaps along with the offset issue, thus all the other nodes offset in random directions. I've seen this error before. It's USUALLY fixed by renoding the nodes in JOKE, exporting, importing to JED, resaving, and loading into PJed.

Try that if you can, if not, post the differentiations between the 2 3DOs.

JediKirby
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2005-05-25, 3:19 PM #11
it might take me a little bit to find the differences in 3dos. so maybe these next things will help you out.

But about how i said he wasn't a DFLT box, well i kinda messed up:o . he is a DFLT box ingame.

also, i tried to insert my chest into the regular Yun 3do (thats who im using.) the keys work, But his mats are screwed up, i can fix that, but his chest hierarchies are backed up. (in other words, his arms are inthe right place but the chest is moved backwards. I have a hard time with hierarchies and need some help. i might be able to post what the current hierarchies are now but it might be a little bit. thank you:)
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2005-05-25, 6:14 PM #12
Find out what the entire torso mesh's polycount is, please.
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2005-05-26, 6:13 PM #13
Yes, often the dflt.mat box will show when there are too many faces in any mesh. So yes, there is a limit there, around 600 per mesh or so. (not sure if there is a vertex limit), but you can tell it's counts by scrolling under the MESH # aways.

Sounds like you're in a mess there, if you want to, you can put everything in a .zip file and attach it in the forums here, so that I can straighten things out for you. (unless it's some sort of secret/suprise) :)
This is retarded, and I mean drooling at the mouth
2005-06-05, 5:02 PM #14
sorry i neglected this post, but guess what! I got it!!!:D The keys work!

My brother got JED 95 and so i edited the Parnet and childs and the heiraechies. Ive got some more bugs to work out but im doing good. Thanks. This post is closed!
Help me Massassians...You're my only hope...

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