Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Darius on August 12, 2009, 10:26:49 am
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Just managed to get a ship ingame, converted from Collada DAE in 3ds Max 9. Runs fine so far, except in battle when I get a random Assert failure message with the description:
Assert: vm_vec_mag(plane_normal) > 0.999f && vm_vec_mag(plane_normal) < 1.001f
Now searching for similar errors in HLP comes up with VA's Model Assert Failure (http://www.hard-light.net/forums/index.php/topic,56998.0.html) thread where the Iceni has this problem. Apparently converting it to COB fixes the problem.
I tried to do the same to this ship, but this resulted in turret boxes being out of scale with the submodel. What's the underlying mechanism behind this? I tried to search for a similar topic, but couldn't come up with anything.
I'm quite happy to get it ingame via COB and get it over and done with, but the turret thing needs fixing. Any ideas?
Using debug nightly build 5506. Other ships in the battle are Raynor, Horus, Perseus and Uhlan.
[attachment deleted by Tolwyn]
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The assert problem has to do with a geometry of the model being slightly messed up. If 3DS MAX has the ability to recalculate face normals, you might want to try that. In terms of the problem with your COB conversion, that is usually caused by the turret's center point being moved (not really sure why this is happening).
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First make sure the turret meshes pivot point is correct. Then I think you'll have to do an reset x-form on the turret. I've had similar problems with some of my subsystems.
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Cool, thanks. Turns out I was importing some dodgy turrets, so did some new ones from scratch which were a lot better. :)
Nope: Same vm_vec_mag(plane_normal) > 0.999f assert as before, even after converting to COB. Back to the drawing board...