Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: fightermedic on August 29, 2013, 06:14:42 am
-
:nervous:
the model of the shivan frigate i'm working on is driving me crazy, there are some problems i just can't fix
if someone could take a look at it i would be most grateful, i've tried everything i could think of to fix the problems :(
these are the problems:
- if the armour submodel on the frigate is destroyed the game crashes, for some very odd reason this doesn't happen if i do not set the panels submodel to rotate :banghead: don't ask me how that is even related
- if the frigate is destroyed, the game crashes and produces an error report stating it can't find a parent model for live debris
however, if i continue the mission despite the crash all the debris is there quite as it should be :rolleyes:
- the shield doesn't work, at all :confused: whatever i do, the game treats the model as if it would not have a shield mesh
i've tried loading a different shield mesh, but no change
if i use the model in debug mode the game already crashes when loading up a mission that has the model and produces error reports i can't make any sense of as well
http://www.mediafire.com/download/2xksi692dpblwt1/beelzeboul_1.0_imp_1.0.rar
heeeeeeeeeelp :ick:
-
First thing you will want to do is give us your log file so that we can have a better idea of what is actually going on. Either link it here, post to pastebin or load the entire thing in
<log data here>
tags.
-
i did (see support forum)
sadly, it's not realy helpful :(
having the model should be the easier way to tackle this anyway
-
You set up the subobjects in the LODs wrong. Can't have same-named subsystems across LODs.
Game gets confused or something.
Go armora for detail0, then armorb for detail1 etc.
Same for the turrets that have LODs : turret01a turret01b etc.
Then for the live debris it should be debris-armora01, etc
You also have a lot of random non-subsystem subobjects that should probably just be fused into the main hull.
And it might have too many thrusters. IIRC its 24 max (for ships with afterburners its 12, since 12+12), unless that's been bumped.
Also you probably want to de-parent the Drone Panels from Drone Control. No reason to have a subsystem parented to another subsystem (that's rotating!), that's just asking for trouble.
The collision box doesn't follow it during rotation etc, it just plain doesn't work well.
FSO would probably be okay with most of what I listed, but since it's not how I like to set it up (which definitely works), it's wrong. :P
-
i've never had any trouble naming all the subobjects the same on every LOD
it would appear this only causes problems if debris for submodels is present, i will change it and see if that solves my problems
thanks a ton!
-
de-parenting the drone panels and naming the lods with a b c has solved most of the stuff :yes: thanks again
the model now works as it should with default exe, using debug mode however, it still crashes with this log:
[attachment deleted by ninja]
-
BTW. Fix turret08 if it's not fixed yet. It's linked to detail0 as it's arm, instead of basic turret08 model.
-
How's it look? Sounds interesting with drone frigate stuff...
-
The nullvec3d thing...could be a number of things.
Maybe you could get a call stack and pass it to someone in SCP.
-
The nullvec3d thing...could be a number of things.
Maybe you could get a call stack and pass it to someone in SCP.
wouldn't it be the easier thing for both me and the guy looking at the error to download the model and check for himself? at least that's what i think *shrug*
-
Your $path20 points directly downward which (IIRC) may cause problems.
-
thanks, i will check this out
-
i've tested it but changing that path sadly didn't help :( so this matter remains unsolved