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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: HLD_Prophecy on April 14, 2016, 07:33:55 pm

Title: Bunch of Radius Errors
Post by: HLD_Prophecy on April 14, 2016, 07:33:55 pm
Hai!

So I just added the excellent FTfg Impervious model to my mod. Unfortunately when I try to access the ship in any way (view it in the tech room, etc.) I get a whole slew of errors telling me that such-and-such a submodel has an improper radius or something like that. Here's an example:

Code: [Select]
Submodel <rotatora-destroyed> in model <Impervious_REV.pof> has a radius <= 0.1f

ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! read_model_file + 4115 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! model_load + 782 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! techroom_select_new_entry + 450 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! techroom_do_frame + 782 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_do_state + 333 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! gameseq_process_events + 237 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_main + 782 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

And this error gets repeated maybe 8 times, each time with a different submodel. Any help, please?
Title: Re: Bunch of Radius Errors
Post by: Black Wolf on April 14, 2016, 07:44:13 pm
Are you running a debug build? If so, it's probably been tested on a retail build and works, so try that if you're uncomfortable with PCS2.

If PCS2 isn't a problem, open up the model in PCS2, and go through the submodels one by one, pressing "Reset" on the "Max Radius" section on the far right. Do that for every submodel and then save the model, that'll sort it out.
Title: Re: Bunch of Radius Errors
Post by: HLD_Prophecy on April 15, 2016, 08:10:08 am
Are you running a debug build? If so, it's probably been tested on a retail build and works, so try that if you're uncomfortable with PCS2.

If PCS2 isn't a problem, open up the model in PCS2, and go through the submodels one by one, pressing "Reset" on the "Max Radius" section on the far right. Do that for every submodel and then save the model, that'll sort it out.

Yes, I'm running a debug build. Totally fine with using PCS2, I've used the recalculate function for Moment of Inertia before.

Problem is that the Max Radius field doesn't show up on any SubObjects, just on the header, and there's no reset button. I'm using PCS 2.0.3 Stable from 2008.

Speaking of which I've been suspecting for a while that my version is outdated as other users have referenced PCS features like this one that I don't seem to have. Also I can never view models with textures, they always show up in white even when the program is set to display textures (wireframe view works). Any help with this?
Title: Re: Bunch of Radius Errors
Post by: tomimaki on April 15, 2016, 08:15:21 am
Here is last version:
http://www.hard-light.net/forums/index.php?topic=77292.0

As for missing textures in PCS2, set up texture paths in options -> preferences.
Title: Re: Bunch of Radius Errors
Post by: The E on April 15, 2016, 08:29:30 am
Speaking of which I've been suspecting for a while that my version is outdated as other users have referenced PCS features like this one that I don't seem to have. Also I can never view models with textures, they always show up in white even when the program is set to display textures (wireframe view works). Any help with this?

PCS2 expects textures to be in the same directory as the model you're editing or in one of the texture paths defined in its options.
Title: Re: Bunch of Radius Errors
Post by: Black Wolf on April 15, 2016, 08:50:29 am
It's definitely there - check out the green rectangle in the attached pic.

[attachment DELETED!! by Strong Bad]
Title: Re: Bunch of Radius Errors
Post by: HLD_Prophecy on April 15, 2016, 09:19:51 am
Okay, thanks chaps. Just updated to the latest version and now I can reset the radius.

I've set the texture path to the maps folder of my mod but the textures still won't load.
Title: Re: Bunch of Radius Errors
Post by: The E on April 15, 2016, 09:28:42 am
It is also possible that PCS2 just can't read the texture formats you're using. IIRC, it doesn't really understand dds.
Title: Re: Bunch of Radius Errors
Post by: Black Wolf on April 15, 2016, 05:15:48 pm
Not maps, just set it to the data directory for your mod.
Title: Re: Bunch of Radius Errors
Post by: niffiwan on April 15, 2016, 06:07:57 pm
I've found that pcs2 can only find textures if you specify the maps dir, and you have a trailing slash on the directory.  Note that the browse function doesn't add the trailing slash to dir path, you have to add it manually.

i.e.
This is OK
/ssd/fso/mymod/data/maps/

This is NOT OK
/ssd/fso/mymod/data/maps

I'm pretty sure I've tried just the data directory but it didn't work. i.e.
/ssd/fso/mymod/data/

(this is on Linux, but I think Windows has the same issue)
Title: Re: Bunch of Radius Errors
Post by: HLD_Prophecy on April 20, 2016, 09:29:07 pm
I've found that pcs2 can only find textures if you specify the maps dir, and you have a trailing slash on the directory.  Note that the browse function doesn't add the trailing slash to dir path, you have to add it manually.

i.e.
This is OK
/ssd/fso/mymod/data/maps/

This is NOT OK
/ssd/fso/mymod/data/maps

I'm pretty sure I've tried just the data directory but it didn't work. i.e.
/ssd/fso/mymod/data/

(this is on Linux, but I think Windows has the same issue)

I fixed this and now my models show up textured! AWESOME!

Thanks a bunch!
Title: Re: Bunch of Radius Errors
Post by: niffiwan on April 20, 2016, 10:48:49 pm
Thank Axem! (as he's the guy who told me about this fix in the 1st place) :)