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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Warning: Possible Circular Hierarchy $$DUMMY
Warning: Possible Circular Hierarchy $$DUMMY
2005-09-29, 10:27 AM #1
Warning: Possible Circular Hierarchy! Node $$DUMMY
That's not true! That's impossible!!


The above message appears when I import a 3do I want to edit in JED. It has lots of layered sections each just below 400 vertices. It runs with 0 collision in Jedi Knight and it appears to be ok in the game. Just wondering what the error message means. There is no $$DUMMY layer in the 3do either.
2005-09-29, 11:36 AM #2
I get that message when I set the parent node of a mesh to iteself
e.g. the parent of k_rshouldr is set to k_rshouldr

Never seen it happen on import :confused:
Which Jed version are you using btw? 95 and below have trouble handling higher numbers of HNodes (was it like above 20 or something? I forget)

As of version 951, the max is 256 nodes
May the mass times acceleration be with you.
2005-09-29, 4:20 PM #3
It may also be possible that you NEED a $$DUMMY node (one of the other nodes may reference it.) Try adding it to see if that resolves the problem, or check to see if any other nodes reference it.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-09-29, 11:50 PM #4
I'm sorry, but I don't understand what that means. Add a $$Dummy node? I am confused what the difference is between meshes and nodes. There are about 60 nodes but just 43 meshes. I opened the file and the first node is the parent of all the others and is called $$DUMMY.

This message displays about 20 times in the message box, by the way.


....I just checked I am using Jed .95
2005-09-30, 8:32 AM #5
Yeah, that's prolly enough nodes to bork Jed, though now that I look at it again, I may have misinterpreted this:
Quote:
From Jed's History File:
Version 0.951
- Fixed an error with the 3DO hierarchy display , giving errors at around 20 nodes
Should now support 256 nodes max
For all I know now, Jed 95 may handle >20 nodes fine, but just display them wrong.
May the mass times acceleration be with you.
2005-09-30, 9:36 PM #6
Don't worry about it, just click ok and you should be fine. I get that message all the time, it doesn't have any effect on export.
2005-10-01, 12:37 AM #7
eggtooth, any chance you can post the 3do? just 'cuz I'm curious... :rolleyes:
May the mass times acceleration be with you.
2005-10-02, 12:30 PM #8
Well I have a new related question now. I want to use SetThingModel to change the model on the fly as the player moves vertically through a series of similar 3dos. The detailed part of the 3do will ultimately move with the player, acting like several 3do LOD. But when I use it in cog the new model is not appearing...I'm left with no model at all. I've used this SetThingModel before succesfully with a very simple model. I am wondering if maybe because the 3dos have a different layers when i export them if this makes SetThingModel not work. Or what?

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