Author Topic: Progress then failure :(  (Read 2062 times)

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Offline Asmadi

  • 24
Progress then failure :(
Well, I thought I was finally moving along smoothly, I got my first ship model built and textured and got it loaded up in PCS2 and all was working fine. I rigged out my ship and got it all set up, Added it to my my ship table and set it up accordingly. (I copy/pasted another ships info then modified the name, banks, etc. Nothing I didnt know what it did). SO I'm cracking my knuckles smiling thinking all I have left to do is load up Fred2 and make a simple mission and test it out! NOT! Fred2 doesn't like my POF file for some reason and just spits out error code :( I'm almost at the end of my rope lol. I have no idea what any of this error info means or how to begin to figure out why the game doesn't like my model.
Here's an image of my ship setup in PCS2 and an Image of the error code that FRED2 spits out when I try to use the model. If anyone can help me out I would be forever grateful. Seems a shame to have gotten so far along only to be stifled like this in the end... /sigh


[attachment deleted by ninja]

 

Offline The E

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Re: Progress then failure :(
Okay, first of all, you're using an ancient version of FRED. Please use either 3.6.18 or 3.7RC2 FRED. Chances are that there's some limit you're hitting that was lifted later, or an error that wasn't reported properly back then was hit.
In either case, you're hopefully going to get a better answer.

If that fails though, you will need to upload the model somewhere where we can look at it.

EDIT: Well, there's one thing: PCS2's title bar shows that the model is named OC_HAG_1.pof, whereas FRED complains about OCHAG1.pof being unavailable. Are you sure that the model name is referenced correctly in the table?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Asmadi

  • 24
Re: Progress then failure :(
Yeah the file names I changed to test and see if the underscores were the problem. The screenshots were taken at different times. I thought someone might mention that hehe. However I think I MAY have found my issue. I realised now that when I exported my model from max I had all but LOD0 hidden and it and the shields were all that made it to PCS. Will have to rerig and see if that works.

 

Offline Asmadi

  • 24
Re: Progress then failure :(
Can't open model file <OC_HAG_3.pof>
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_6_18.exe! <no symbol>
fred2_open_3_6_18.exe! <no symbol>
USER32.dll! GetThreadDesktop + 302 bytes

Well, while I'm sure that was an issue it didn't solve my problem :(
Still can't get FRED2 to load my model...

 

Offline The E

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Re: Progress then failure :(
Well, then you'll have to post it somewhere for someone else to look at.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Asmadi

  • 24
Re: Progress then failure :(
Alrighty, I'll post my model and texture files in hopes someone can have a look.

In the meantime, this is what I get from the debugger version of Fred2 3.6.18

Can't open model file <OC_HAG_3.pof>
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fred2_open_3_6_18_DEBUG.exe! SCP_DumpStack + 354 bytes
fred2_open_3_6_18_DEBUG.exe! Error + 229 bytes
fred2_open_3_6_18_DEBUG.exe! read_model_file + 163 bytes
fred2_open_3_6_18_DEBUG.exe! model_load + 754 bytes
fred2_open_3_6_18_DEBUG.exe! ship_model_change + 161 bytes
fred2_open_3_6_18_DEBUG.exe! change_ship_type + 1441 bytes
fred2_open_3_6_18_DEBUG.exe! CShipEditorDlg::OnSelchangeShipClass + 163 bytes
fred2_open_3_6_18_DEBUG.exe! _AfxDispatchCmdMsg + 178 bytes
fred2_open_3_6_18_DEBUG.exe! CCmdTarget::OnCmdMsg + 742 bytes
fred2_open_3_6_18_DEBUG.exe! CDialog::OnCmdMsg + 35 bytes
fred2_open_3_6_18_DEBUG.exe! CWnd::OnCommand + 372 bytes
fred2_open_3_6_18_DEBUG.exe! CShipEditorDlg::OnCommand + 144 bytes
fred2_open_3_6_18_DEBUG.exe! CWnd::OnWndMsg + 121 bytes
fred2_open_3_6_18_DEBUG.exe! CWnd::WindowProc + 50 bytes
fred2_open_3_6_18_DEBUG.exe! AfxCallWndProc + 240 bytes
fred2_open_3_6_18_DEBUG.exe! AfxWndProc + 166 bytes
USER32.dll! gapfnScSendMessage + 818 bytes
USER32.dll! GetThreadDesktop + 215 bytes
USER32.dll! GetThreadDesktop + 389 bytes
USER32.dll! GetThreadDesktop + 481 bytes
ntdll.dll! KiUserCallbackDispatcher + 46 bytes
USER32.dll! IsCharAlphaA + 7318 bytes
USER32.dll! IsCharAlphaA + 8189 bytes
USER32.dll! IsCharAlphaA + 8077 bytes
USER32.dll! WinHelpA + 1705 bytes
USER32.dll! gapfnScSendMessage + 818 bytes
USER32.dll! GetThreadDesktop + 215 bytes
USER32.dll! GetThreadDesktop + 389 bytes
USER32.dll! GetThreadDesktop + 481 bytes
ntdll.dll! KiUserCallbackDispatcher + 46 bytes
USER32.dll! SendMessageW + 76 bytes
USER32.dll! IsCharAlphaA + 9570 bytes
USER32.dll! DdeQueryStringA + 5188 bytes
USER32.dll! DdeQueryStringA + 6338 bytes
USER32.dll! WinHelpA + 4701 bytes
USER32.dll! GetLastInputInfo + 241 bytes
USER32.dll! gapfnScSendMessage + 818 bytes
USER32.dll! GetThreadDesktop + 215 bytes
USER32.dll! CharPrevW + 312 bytes
USER32.dll! DispatchMessageA + 15 bytes
fred2_open_3_6_18_DEBUG.exe! AfxInternalPumpMessage + 258 bytes
fred2_open_3_6_18_DEBUG.exe! CWinThread::PumpMessage + 14 bytes
fred2_open_3_6_18_DEBUG.exe! CWinThread::Run + 141 bytes
fred2_open_3_6_18_DEBUG.exe! CWinApp::Run + 89 bytes
fred2_open_3_6_18_DEBUG.exe! AfxWinMain + 239 bytes
fred2_open_3_6_18_DEBUG.exe! WinMain + 26 bytes
fred2_open_3_6_18_DEBUG.exe! __tmainCRTStartup + 358 bytes
fred2_open_3_6_18_DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

 

Offline The E

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Re: Progress then failure :(
Well, that error only appears if the engine was unable to actually find the model file in question. Please make sure that the .pof is in <yourmod>\data\models (I am assuming that you have done the right thing and are working with your own mod as a development platform).
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Asmadi

  • 24
Re: Progress then failure :(
I am using the latest media VP's (3.6.12) I think. I haven't made a mod, I've just been making changes to the existing assets and tables. (After having made backups of course).

 

Offline Asmadi

  • 24
Re: Progress then failure :(
The model .pof file is 20megs so I guess I wont be posting it lol.

 

Offline The E

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Re: Progress then failure :(
In general, you should never ever make changes to "official" assets, but rather build your own mod separate from them. Helps with keeping all things neat and tidy, and makes it easier to debug.

As for the pof, you should use 7zip or similar compression programs and upload it to dropbox or google driver or somesuch service, then post the link. Don't forget to include your table entry.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Asmadi

  • 24
Re: Progress then failure :(
Thank you SO much E! I've been up late working on this stuff and thanks to you I finally have my ship in the game and works beautifully :) Your line about the /yourmod/data/models+maps was what I was missing! I had the tables and had the model and texture added to the assets.VP instead of just putting them in data.

Thank you again for your help!

 

Offline Asmadi

  • 24
Re: Progress then failure :(
In general, you should never ever make changes to "official" assets, but rather build your own mod separate from them. Helps with keeping all things neat and tidy, and makes it easier to debug.

As for the pof, you should use 7zip or similar compression programs and upload it to dropbox or google driver or somesuch service, then post the link. Don't forget to include your table entry.

I have several high end machines all with FSO installed and plenty of file backups. For the purpose of what I'm doing so far, which is simply to add mine and my buddie's custom ships so we can have LAN parties and blow each other up lol, its simple enough to mod my existing files. Once I progress to developing a campaign with all the ships I'll eventually build I'll go the custom mod route for sure.
And by the way don't feel like you've dodged a bullet just yet because I am quite certain I'll need to ask for help again when I start trying to tackle something bigger than a fighter or bomber  :banghead:

 

Offline The E

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Re: Progress then failure :(
.... and that is why you should never mess with VP files unless you have a very clear understanding of what it is that you do.

What you should do is this:

1. Create a new mod folder inside your FS2 directory.
2. In that folder, create a textfile named mod.ini with the following content:
Code: [Select]
[multimod]
secondarylist = mediavps_3612;
3. Create the data folder structure inside that mod folder. This will initially consist of the following subfolders: models, maps, and tables.
4. Copy your new model to <yourmod>\data\models, its textures to <yourmod>\data\maps.
5. In <yourmod>\data\tables, create a new file named myship-shp.tbm (the -shp.tbm part is not optional). Write the following lines in it:
Code: [Select]
#Ship Classes



#End

Insert the table entry for your new ship in between the #Ship Classes and #End lines.
6. In the launcher, set your new mod folder as the active mod. Through the magic of mod.ini, your mod will now load both your mod and the mediavps.
7. Experiment to your heart's content, safe in the knowledge that you won't mess up any "official" files.

Quote
For the purpose of what I'm doing so far, which is simply to add mine and my buddie's custom ships so we can have LAN parties and blow each other up lol, its simple enough to mod my existing files.

Simple, yes, safe or a good idea, no. Look, we're pretty adamant about this whole "do not modify official files" thing for a reason. One mistake, and you screw up your install in ways that are not immediately apparent. The "make your own mod" route is easier for everyone involved, including you and your friend. Trust me on this.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Asmadi

  • 24
Re: Progress then failure :(
...and I hath been schooled. Which is wonderful because that's why I came here to begin with. Henceforth I will use this method! I'm assuming the same scenario applies to weapons, species and all other tables. Things are becoming clearer now :) Thank you again for the help!