Author Topic: Why do my models not work?  (Read 1164 times)

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Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
Why do my models not work?
Since my PADDLE BOAT has hit a wall in being able to be used. I went and made something new. I got the model pieced together okay. I UVd and triangulated it. Got it setup in PCS and MODVIEW okay. I attempt to get it to work in FS2 by replacing another ship with this one (Ive done this before w/o any trouble whatsoever cpt they werent my models). I get to the mission briefing and I launch. Then the screen goes black like it normally does...but then BLAM! FS2 kicks me back to desktop and it acts so goofed (the mission dont start in the first place). I gotta take 5 minutes of repeated attmpts at CTRL ALT DEL to turn FS2 off. Why me? I got no prob making weapons for ships. When I make models, and even though they are simplistic, they should work out okay. Even though I dont LOD them.

Only once I got a custom model to run in game, but when it would be destroyed the game would crash. (this was long time ago)
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

 

Offline RazorsKiss

  • 28
  • The Cutting Edge
    • RazorsKiss.net
Re: Why do my models not work?
If you run in the debug version, it will tell you why it crashed, and we can walk you through why, and how to fix it, from the information the debug gives you.
Fringespace - Tachyon: Revived   ModDB Listing   Razorskiss.net 

You only think you can outfly me.

 

Offline EAD_Agamemnon

  • 28
  • Fuzzy Wuzzy wasn't very Fuzzy Was He?
Re: Why do my models not work?
okay ill try that

==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Setting language to English
soundcard = DirectSound
** MAX_CHANNELS set to 16.  DS reported 1.
GR_CPU: Family 6, MMX=Yes
Using PURE D3D DeviceWindow in debugging mode... mouse clicking may cause problems!
Alpha texture format = ARGB, 4:4:4:4
Non-alpha texture format = ARGB, 1:5:5:5
D3D_32bit 1, bits_per_pixel 32Direct3D Initialized OK!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
Loading 2_PreLoadLogo.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
Unable to parse interface.tbl!ANI 2_radar1 with size 170x170 (33.6% wasted)
ML Freespace Multi Log - Opened Sun, Feb 18, 2007  at 04:47PM
----
----
----


Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
Wokka!  Error opening file (armor.tbl)!
Unable to parse armor.tbl!cf_get_file_list_preallocated looking for type=7, filter="*-amr.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
couldn't find pcx for Subach HL-7
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
found ani Subach_AniBitmap for Subach HL-7, with 6 frames and 5 fps
couldn't find pcx for Subach HL-D
found ani Subach_AniBitmap for Subach HL-D, with 6 frames and 5 fps
couldn't find particle pcx for Akheton SDG
found ani Akheton_Particle for Akheton SDG, with 11 frames and 25 fps
couldn't find particle pcx for Morning Star
found ani Morningstar_Particle for Morning Star, with 21 frames and 10 fps
couldn't find particle pcx for MorningStar D
found ani Morningstar_Particle for MorningStar D, with 21 frames and 10 fps
couldn't find pcx for Prometheus R
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
found ani PrometheusR_AniBitmap for Prometheus R, with 12 frames and 5 fps
couldn't find pcx for Prometheus S
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
found ani Prometheus_AniBitmap for Prometheus S, with 12 frames and 5 fps
couldn't find pcx for Prometheus D
found ani Prometheus_AniBitmap for Prometheus D, with 12 frames and 5 fps
couldn't find particle pcx for Maxim
found ani Maxim_Particle for Maxim, with 21 frames and 10 fps
couldn't find particle pcx for Maxim D
found ani Maxim_Particle for Maxim D, with 21 frames and 10 fps
couldn't find pcx for UD-8 Kayser
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
found ani Kayser_AniBitmap for UD-8 Kayser, with 4 frames and 5 fps
couldn't find particle pcx for UD-8 Kayser
ANI Kayser_Particle with size 80x80 (37.5% wasted)
found ani Kayser_Particle for UD-8 Kayser, with 7 frames and 30 fps
couldn't find pcx for UD-D Kayser
found ani Kayser_AniBitmap for UD-D Kayser, with 4 frames and 5 fps
couldn't find particle pcx for UD-D Kayser
found ani Kayser_Particle for UD-D Kayser, with 7 frames and 30 fps
couldn't find pcx for Circe
found ani Circe_Bitmap for Circe, with 20 frames and 15 fps
couldn't find particle pcx for Lamprey
ANI Lamprey_Particle with size 86x86 (32.8% wasted)
found ani Lamprey_Particle for Lamprey, with 9 frames and 20 fps
couldn't find pcx for Shivan Light Laser
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
dds: Couldn't open 'Alouqua_AniBitmap_0003' -- error description File not found
EFF: Unable to load all frames for 'Alouqua_AniBitmap.eff', stopping at #3
found ani Alouqua_AniBitmap for Shivan Light Laser, with 3 frames and 20 fps
couldn't find particle pcx for Shivan Heavy Laser
found ani Shivan_Laser_Stream for Shivan Heavy Laser, with 11 frames and 35 fps
couldn't find particle pcx for Shivan Mega Laser
found ani Shivan_Laser_Stream for Shivan Mega Laser, with 11 frames and 35 fps
cf_get_file_list_preallocated looking for type=7, filter="*-wep.tbm"
Wokka!  Error opening file (difficulty.tbl)!
Unable to parse 'difficulty.tbl'!  Code = 5.
Loaded modular ship table file ships.tbl
cf_get_file_list_preallocated looking for type=7, filter="*-shp.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-hdg.tbm"
ML 02/18 16:47:40~   psnet_init() detected no connection
ML 02/18 16:47:40~   psnet_get_ip() reports IP : 0.0.0.0

ML 02/18 16:47:40~   Couldn't bind TCP socket (10048)! Invalidating TCP

ML 02/18 16:47:40~   Error on TCP startup 10048

ML 02/18 16:47:40~   Error on IPX startup 10047

ML 02/18 16:47:40~   Network
ML 02/18 16:47:40~   No protocol in psnet_init()!
ML 02/18 16:47:40~   Found 1 connections
ML 02/18 16:47:40~   Connection 0:
ML 02/18 16:47:40~   Entry Name: redrivernet
ML 02/18 16:47:40~   Device Type: MODEM
ML 02/18 16:47:40~   Device Name: Smart Link 56K Voice Modem
ML 02/18 16:47:40~   IP Address: 66.185.233.71
cf_get_file_list_preallocated looking for type=25, filter="*.pcx"
cf_get_file_list_preallocated looking for type=32, filter="*.pcx"
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 92
Got event GS_EVENT_TEAM_SELECT (49) in state NOT A VALID STATE (0)
Loading 2_ChoosePilot-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
cf_get_file_list_preallocated looking for type=28, filter="*.pl2"
cf_get_file_list_preallocated looking for type=28, filter="*.plr"
Loading 2_ChoosePilot.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CPB_060002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading cursor.ani for the first time.
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.263 (0.263)
Loading 2_CPB_000001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CPB_050001.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Loading 2_CPB_050002.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_VIEW_CUTSCENES (38)
Someone passed an extension to bm_load for file 'hammer.pcx'
Loading 2_MainHall1-m.pcx for the first time.
MEMLEAK DEBUG: lock pcx
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
Frame  0 too long!!: frametime = 1.328 (1.328)
Loading 2_MainHall1.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Got event GS_EVENT_WEAPON_SELECTION (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Loading 2_LoadingBG.pcx for the first time.
MEMLEAK DEBUG: lock pcx
Starting model page in...
Beginning level bitmap paging...
WARNING: VRAM is at 14811136 instead of zero after flushing!
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 61 frames at 24 fps.
BMPMAN: Found EFF (WarpMap01.eff) with 15 frames at 24 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 4252971066, IBX checksum: 1418599850 -- "warp.pof"
 or warpmap-glow.pcx.
SOBJ IDed itself as 0SOBJ IDed itself as 1SOBJ IDed itself as 2 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
SHOCKWAVE =>  Default model load: FAILED!!  Falling back to 2D effect...
BMPMAN: Found EFF (shockwave01.eff) with 92 frames at 20 fps.
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
Loading model 'FIGHTER.pof'
IBX: Found a good IBX to read for 'FIGHTER.pof'.
IBX-DEBUG => POF checksum: 3901178316, IBX checksum:  147424775 -- "FIGHTER.pof"
 but I did find AWACtile1.dds.
 or AWACtile1-glow.pcx.
 but I did find AWACtile3.dds.
 or AWACtile3-glow.pcx.
 but I did find AWACtile1.dds.
 or AWACtile1-glow.pcx.
 but I did find AWACtile2.dds.
 or AWACtile2-glow.pcx.
 but I did find cargot2.dds.
 or cargot2-glow.pcx.
 but I did find ctile5.dds.
 or ctile5-glow.pcx.
 but I did find navbuoy1.dds.
 or navbuoy1-glow.pcx.
 but I did find WACTileA2.dds.
 but I did find WACTileA2-glow.pcx.
 but I did find TCov1A.dds.
 or TCov1A-glow.pcx.
 but I did find AWACTile5.dds.
 but I did find AWACTile5-glow.pcx.
SOBJ IDed itself as 0SOBJ IDed itself as 1A subsystem was found in model  that does not have a record in ships.tbl.
A list of subsystems for this ship will be dumped to:

data\tables\.subsystems for inclusion
 into ships.tbl.SOBJ IDed itself as 2SOBJ IDed itself as 3SOBJ IDed itself as 4SOBJ IDed itself as 5SOBJ IDed itself as 6A subs
ystem was found in model  that does not have a record in ships.tbl.
A list of subsystems for this ship will be dumped to:

data\tables\.subsystems for inclusion
 into ships.tbl.SOBJ IDed itself as 7SOBJ IDed itself as 8SOBJ IDed itself as 9SOBJ IDed itself as 10Turret object not found fo
r turret firing point in model
Turret object not found for turret firing point in model
Int3(): From globalincs/windebug.cpp at line 990

---------

I had to put back in the stock MV vp SHIPS and WEAPONS tbls because my custom changes (not including the ship I'm having trouble with) were giving the debugger a stroke
« Last Edit: February 18, 2007, 05:53:08 pm by EAD_Agamemnon »
"Never start a fight, but always finish it."  - Captain John Sheridan
-------
In Diffucult Ground; Press On
In Encircled Ground; Devise Strategems
In Death Ground; FIGHT!

Sun Tzu on The Art of War circa 400 B.C.

  

Offline RazorsKiss

  • 28
  • The Cutting Edge
    • RazorsKiss.net
Re: Why do my models not work?
Quote
SOBJ IDed itself as 0SOBJ IDed itself as 1A subsystem was found in model  that does not have a record in ships.tbl.
A list of subsystems for this ship will be dumped to:

data\tables\.subsystems for inclusion
 into ships.tbl.SOBJ IDed itself as 2SOBJ IDed itself as 3SOBJ IDed itself as 4SOBJ IDed itself as 5SOBJ IDed itself as 6A subs
ystem was found in model  that does not have a record in ships.tbl.
A list of subsystems for this ship will be dumped to:

data\tables\.subsystems for inclusion
 into ships.tbl.SOBJ IDed itself as 7SOBJ IDed itself as 8SOBJ IDed itself as 9SOBJ IDed itself as 10Turret object not found fo
r turret firing point in model
Turret object not found for turret firing point in model
Int3(): From globalincs/windebug.cpp at line 990

It *looks* like it's saying that there are turrets, or parts of turrets, in the model that aren't in the table.  Look where it says it's going to dump the information, and it should tell you what you need to include that isn't present.
Fringespace - Tachyon: Revived   ModDB Listing   Razorskiss.net 

You only think you can outfly me.