Author Topic: Importing Models into FRED2  (Read 2954 times)

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Offline QXMX

  • 28
Importing Models into FRED2
Whenever I try to load a model that I've created into FRED 2, I get this

The instruction at"0x0059220f" referenced memory at "0x00000038".  The memory could not be "read".

I've imported a custom-tailored asteroid already.  The model that gave me the error is a simple cube with the rock1 texture.

What could be causing this?

QXMX

Edit: Also, how can you change how big the object will be in the game.  Is this done in Truespace, or in modelview?
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Co-Creator, GroundZero

[This message has been edited by QXMX (edited 05-28-2001).]

 

Offline QXMX

  • 28
Importing Models into FRED2
The problem only exists for models that I create in truespace.  If I extract a model from the game and use that, it works just fine.

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Co-Creator, GroundZero

 

Offline Grey Wolf

Importing Models into FRED2
You could have too many faces on one vertex.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline QXMX

  • 28
Importing Models into FRED2
How many is too many faces?

I did the same thing with an asteroid-station earlier today, and that worked.  Now a simple textured cube won't transfer into FRED.  I keep getting the memory error.

I even exported an asteroid, kept the same textures, used those same ones to retexture it in Truespace, and then put it back in POF form and try to load it into FRED2 and it gives me the same error.

Is TS screwing up the textures?

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Co-Creator, GroundZero

 

Offline QXMX

  • 28
Importing Models into FRED2
The textures aren't saving right.  I put the texture it needs in the maps folder, but it still gives me an error that says "couldn't open texture "  I saved a 256-color bitmap, then saved that as a pcx file, but it still doesn't work.

QXMX

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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
Importing Models into FRED2
try running it through FSMM2

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Bobboau, bringing you products that work... in theory
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Offline aldo_14

  • Gunnery Control
  • 213
Importing Models into FRED2
I get a similar thing - except without an error.  i load the model and 'boom!'  bye-bye FRED2  

the only thing I can think of is that (if your using an early veriosn, i.e 1) if TS1 is saving the files in 8-character Win 3.11 format.  but if the textures called 'rock1' ?!  


 

Offline JarC

  • 28
Importing Models into FRED2
 
Quote
Originally posted by aldo_14:
the only thing I can think of is that (if your using an early veriosn, i.e 1) if TS1 is saving the files in 8-character Win 3.11 format/B]

That's whut I am thinking too...I have a similar problem with System Madness if I zip it for safe keeping..., it uses a texture "corv 1.pcx" AND one called "corv~1.pcx" but if you zip the lot and later extract it, the corv~1.pcx (actually named like this) will overwrite "corv 1.pcx" because it's 8.3 DOS is also "corv~1.pcx"

Check the pof for the names of the textures IT thinks it needs, then rightclick these PCXs and check if the DOS 8.3 name is the same, it may be that with the renaming you ended up with A_NAME~2 and the POF wanting A_NAME~1

 
Use the WiKi Luke
See You @ WIGGY's

 

Offline aldo_14

  • Gunnery Control
  • 213
Importing Models into FRED2
You can rename the textures in FSMM2 to their full names - provided you know what cor~1.pcx (for example) should actually be called.  It can be a bit wierd sometimes, though - I had a texture called DocTile2A... used - the second one beginning with Doc in the maps directory - and TS1 renamed it DocT~1.

 

Offline JarC

  • 28
Importing Models into FRED2
Another thing that can bite you...mixed case...

Even when using <= 8 characters for filenames. to prevent this terror with 16bit programs, naming a file "SomeName.pcx" (note the mixed case) will still end up like SOMEN~1 even though the name is in 8.3 format
Use the WiKi Luke
See You @ WIGGY's

 

Offline aldo_14

  • Gunnery Control
  • 213
Importing Models into FRED2
If you open up the cob files with notepad, there's a list of textures at the bottom.... has anyone ever tried to edit this?

I know you can change stuff with a hex editor - just don't know how.

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Importing Models into FRED2
FSMM is the best way, if you have the pof already.  
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline QXMX

  • 28
Importing Models into FRED2
I can only see the textured model in modelview when the textures are in the same directory as the model.  Otherwise, I get "No textures found".  Also, Truespace3 SE sucks.  There isn't even an object info window.  

Several new ship types need texturing, and an Orion is being modded to look more like a civilian vessel.  Take away some of the turrets and replace it with "civilian stuff".  Problem is, that I get an error when I try opening it in TS1, and TS3SE won't let me rescale it to convert it back to a POF.

Truespace 4 is so damn expensive  

If there's anyone out there who can do textures, any help would be appreciated.  The models can be done and edited in house.

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Co-Creator, GroundZero

[This message has been edited by QXMX (edited 06-01-2001).]