The Fae (Warning Many Images)

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General BlackDragon
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Re: The Fae (Warning Many Images)

Post by General BlackDragon »

Ah.

Fixed them.

The turrets need "hp_eyepoint"

Every vehicle needs an eyepoint, and turrets are technically vehicles.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Thank you, oh so much. I knew it would be something like that. And now, on a completely different note, check this out: http://www.mediafire.com/?4z3c6qlso48zb84

Turn down the fire interval time on stinger missile and this happens.
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General BlackDragon
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Re: The Fae (Warning Many Images)

Post by General BlackDragon »

LOL

Pro Tip: Cannons don't like fire rates less then 0.1

If you need less fire rate, use machinegun class
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

I cannot seem to get the terrain to work on one of my buildings. The 'terrain__h' works fine, but the 'terrain' object does not collide. Does the 'collision__hc' object have to include a base plate?

Also: How can I set up a basic dog-fighting aircraft?
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MrTwosheds
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Re: The Fae (Warning Many Images)

Post by MrTwosheds »

Yes the collision has to cover the base plate.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Trying to import the constructor, which I was avoiding as I expected it to be the hardest part, and I can load it and place it, but when I exit the editor I get this AV:

Code: Select all

---- Battlezone II Log File ----
//=====================================================
App version: bz2edit 1.3.6.2 Public Beta Jul 29 2011 21:47:41
Windows version: Windows Version: 6.1.7601 'Service Pack 1' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):








(done)

Exception code: C0000005 (ACCESS VIOLATION) READING from 00000050h
Message :  Exception
Error occurred at 4/26/2012 12:49:48.
C:\Program Files (x86)\Battlezone II\bz2edit.exe, run by Bittner.
C:\Program Files (x86)\Battlezone II\bz2edit.exe, run by Bittner.
CPU: 4 processor(s), AMD Athlon(tm) II X4 645 Processor
     AMD64 Family 16 Model 5 Stepping 3
Process Memory :   1538 MB free out of   2048 MB total
Physical memory:   1656 MB free out of   3839 MB total
Page(swap) file:   4854 MB free out of   7675 MB total
This exe is using 172 MB (67 MB dlmalloc), peak use 175 MB

Fault address:  0154FD10 01:0017ED10 C:\Program Files (x86)\Battlezone II\bz2edit.exe

Registers:
EAX:0080DF20
EBX:00000000
ECX:0080DF58
EDX:00000050
ESI:0080DF20
EDI:00000000
CS:EIP:0023:0154FD10
SS:ESP:002B:0080DF10  EBP:0080DF30
DS:002B  ES:002B  FS:0053  GS:002B
Flags:00010216

Call stack:
Address  Offset1  Offset2  Module              SourceFile
0154FD10 +0017FD10 00000052 bz2edit          (bz2edit): : Matrix::Transform_1_Vector

015579C1 +001879C1 00000011 bz2edit          (bz2edit): : FamilyNode::CalcSimWorldPosition

0144D0AD +0007D0AD 00000041 bz2edit          (bz2edit): : ConstructionRig::Simulate

014CB256 +000FB256 0000020D bz2edit          (bz2edit): : ENTITY::SimulateAllLocal

01435BAC +00065BAC 0000017E bz2edit          (bz2edit): : MoveOneTurn

014366F4 +000666F4 00000379 bz2edit          (bz2edit): : MissionHandler::State::RunState::Process

01556FCD +00186FCD 0000019E bz2edit          (bz2edit): : RunCodes::Process

01433E65 +00063E65 00000012 bz2edit          (bz2edit): : MissionHandler::Process

01556FCD +00186FCD 0000019E bz2edit          (bz2edit): : RunCodes::Process

01551424 +00181424 0000004A bz2edit          (bz2edit): : Main::MessagePump

0141AF8A +0004AF8A 000004E7 bz2edit          (bz2edit): : HandledMain

0141AC2D +0004AC2D 0000018A bz2edit          (bz2edit): : HandledMain

0141799E +0004799E 0000005E bz2edit          (bz2edit): : WinMain

015AD66B +001DD66B 00000191 bz2edit          (bz2edit): : strcat

7565339A +0001339A 00000012 kernel32         (kernel32): : BaseThreadInitThunk

779C9EF2 +00039EF2 00000063 ntdll            (ntdll): : RtlInitializeExceptionChain

779C9EC5 +00039EC5 00000036 ntdll            (ntdll): : RtlInitializeExceptionChain


Col Klink
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Re: The Fae (Warning Many Images)

Post by Col Klink »

Did you check your model against the default stock model? I've had issues in this area. BZII, has certain expectations that if not matched in user created models will yield such AV errors. I would say check the _skel model first and then the other models in the animation group. What works for me is making an unanimated base model with all the parts and copy that model several times to match the total number of animations in the ODF entries before attempting any animation. Then once you have all of the named member models you can animate them one by one and test it in the map editor. If the model loads without crashing then try giving it an order to do something like move; I've seen problems happen after doing this even though the model initally loaded without error.
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MrTwosheds
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Re: The Fae (Warning Many Images)

Post by MrTwosheds »

I don't know. Cant recall seeing one like that.
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General BlackDragon
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Re: The Fae (Warning Many Images)

Post by General BlackDragon »

Is it a hover cons or normal one? If it's not a hover rig, it needs feet.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Do they need a file for every animation?

EDIT: It's not a hover rig. What shall I name the feet?
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General BlackDragon
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Re: The Fae (Warning Many Images)

Post by General BlackDragon »

Idk, usually it's specified in the ODF.

compare to isdf or scion constructor XSI / ODF.
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Zax
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Re: The Fae (Warning Many Images)

Post by Zax »

Yes. Heed my last advice: dissect what already exists and match it.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Here is a 7z file of all the race so far. Many things are untextured or broken. Just wanted people to see I'm making progress. Have a look: http://www.mediafire.com/?4c6qbt9z2onmouh
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Is the end of life explosion of a mine hard wired, or can I change it?
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Re: The Fae (Warning Many Images)

Post by Red Devil »

[GameObjectClass]
explosionName = "xbldxpl"
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