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ForumsJedi Knight and Mysteries of the Sith Editing Forum → 2 probs (3do related)
2 probs (3do related)
2005-08-01, 3:44 PM #1
ok..... i... er.... we.... have a few problems (we as in a fellow editor, who shall remain ananomous at this time).....

problem 1: This problem im having with 2 of my weapon models. Heres a scenario to best describe what happens:
The weapon i have created replaces conc rifle. I start in the test level (just any level) with bryar and switch to conc, the following happens for each view:
Internal POV- The bryar pistol internal POV model stays, but is looping the unmount animation.
External POV- Its still the bryar pistol model! >_<....
....Any suggestions, massassi?

problem 2: This problem is one that my friend is having.... Hes made a new player model, but its not animating properly- it "explodes" (as in the parts dont move and stay "connected" like with the normal jk player models). Not sure what else to say, except we both have tried just about anything to fix it, except for creating a new pup for it....... any suggestions, massassi?
I can't wait for the day schools get the money they need, and the military has to hold bake sales to afford bombs.
2005-08-01, 4:29 PM #2
For problem 2, make sure it's hierarchy nodes match ky.3do's. Use the hierarchy editor in JED 0.951
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-08-01, 5:25 PM #3
2: It's DEFINATELY the 3do heirarchy, which can be found at the bottom of the 3do when opening it in Notepad. I remember once I imported an entire 3do WITH THE SAME PROBLEM into JED, then immediately re-exported it and it fixed it by itself.

1: I have a strong suspicion it is the cog. Compare the SELECTED messages with original JK cogs, actually you need to get the cog-checker-program called PARSEC.
This is retarded, and I mean drooling at the mouth
2005-08-01, 5:31 PM #4
1) I'm gonna say cog and it looks like F-Body said that too. If you want you could post the cog here or you could tell me what you want the cog to do and I could whip it up(I'm guessing it's not something too complicated). Weapon cogs stink in that they have the same problem you have when only something small is wrong.

You can get Parsec and a bunch of other handy cog writing utils here.

ReT
2005-08-01, 9:54 PM #5
thing of it is, i just wanted to test the models out, so i just used the original conc cog, with the names of the gun 3dos changed....
I can't wait for the day schools get the money they need, and the military has to hold bake sales to afford bombs.
2005-08-01, 10:28 PM #6
[QUOTE=Admiral Zarn]thing of it is, i just wanted to test the models out, so i just used the original conc cog, with the names of the gun 3dos changed....[/QUOTE]
Then JK's probably failing to load the 3do's you made. There's something wrong with the 3do's themselves; maybe you exceeded a vertex limit or something.

QM
2005-08-01, 10:39 PM #7
vertex limit?!

*head explodes*
I can't wait for the day schools get the money they need, and the military has to hold bake sales to afford bombs.
2005-08-02, 8:44 AM #8
I'm sure he meant face limit.. anyway did you read any tutorials here? I wrote an internal gun model tutorial here back in the day.. though I don't really remember how to do it..
"Nulla tenaci invia est via"
2005-08-02, 12:00 PM #9
yes, i read the tutorials...

i think it may have been a vertex limit or something, because i started deleting some parts (which the player wouldnt notice them missing) and tested, the models work now
I can't wait for the day schools get the money they need, and the military has to hold bake sales to afford bombs.
2005-08-04, 12:49 AM #10
there is a per mesh face limit.. i think its like 250-300 never been able to pin point it.. there is no vertex limit as far as I am aware.
"Nulla tenaci invia est via"
2005-08-04, 1:04 AM #11
I made a model once and a node had something like 523 vertices that didn't load ingame. I split that part into two and it went to 492, or something close, and it loaded. I took a wild guess that 512 (a lucky, power-of-two number) was the vertex limit. Though, it may have been a lucky edit within the face limit, but who knows.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman

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