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Battlezone Forums • Anyone got a custom 'computer' class to work?
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Anyone got a custom 'computer' class to work?

Posted: Mon Jul 30, 2012 9:00 pm
by TheJamsh
Hell even the stock model doesn't work properly anymore (try placing cbshld in the editor).

Anyone found a fix>?

Re: Anyone got a custom 'computer' class to work?

Posted: Mon Jul 30, 2012 10:58 pm
by Nielk1
How about you elaborate on the issue.

Re: Anyone got a custom 'computer' class to work?

Posted: Tue Jul 31, 2012 7:53 am
by TheJamsh
Well I created a simple box mesh at first, but the texture doesn't scroll at all. I'm using all the right names and everything, but no movement at all. (Do the meshes have to NOT be tris?)

Any shape more complex than that, and when the mesh builder creates it, it turns into a complete mess, not even recognisable from it's original form. If you place cbshld in the editor, you'll see the exact same thing, just a huge mess of polygons. Strangely when ISDF17.bzn is loaded up, everything looks fine. It's really odd.

Re: Anyone got a custom 'computer' class to work?

Posted: Tue Jul 31, 2012 12:39 pm
by Josiah
maybe it's the same thing as with the flames, where you have to edit the xsi every export...

Re: Anyone got a custom 'computer' class to work?

Posted: Tue Jul 31, 2012 2:02 pm
by MrTwosheds
Haven't tried it recently, (6.2) was the last version I tried it in, it took a few attempts to get a mesh that scrolled properly.
The meshes need to be as simple as possible. Triangulation might be part of the issue, as it uses a different sort of sequence for the texture coordinates, but triangulated meshes can work. .OBJ can be converted to untriangulated .xsi, just don't ask me how to do it (untriangulate) in 3ds Max, because I don't know.
Ps it would be very useful if one of the people who tell me it is possible, could show us allhow to make a simple untriangulated flame mesh.
maybe it's the same thing as with the flames, where you have to edit the xsi every export...
Its actually much easier to do this just once for a specific polygon shape, and then alter its vertex values to fit the model, as long as its not sloped off axis.

Re: Anyone got a custom 'computer' class to work?

Posted: Tue Jul 31, 2012 3:06 pm
by Nielk1
this sounds like something you should screencap TJ.

Re: Anyone got a custom 'computer' class to work?

Posted: Tue Jul 31, 2012 5:27 pm
by TheJamsh
MrTwosheds wrote:Ps it would be very useful if one of the people who tell me it is possible, could show us allhow to make a simple untriangulated flame mesh.
Just use 'Edit Poly' instead of 'Edit Mesh' :) I actually find the edit poly tools a lot more intuitive to use too, I'm getting things done a lot quicker with that modifier. On another note, how do you change the vertex order?

I shall take a screen cap next time I fire the game up.

Re: Anyone got a custom 'computer' class to work?

Posted: Thu Aug 02, 2012 2:25 pm
by jaydenbz2
Even if you do un-triangulate the model in 3ds max, that data just gets re-triangulated with the .xsi exporter, so that is useless.

Re: Anyone got a custom 'computer' class to work?

Posted: Thu Aug 02, 2012 2:47 pm
by MrTwosheds
3dsMax aside, it is possible to create un-triangulated xsi, from .obj-.x-x2xsi conversion I used to make them with lithunwrap. They are quite good for collisions.

Re: Anyone got a custom 'computer' class to work?

Posted: Fri Aug 03, 2012 1:08 am
by Nielk1
I doubt this is a triangulation issue. I want to actually see the issue with the stock model being placed.

Re: Anyone got a custom 'computer' class to work?

Posted: Fri Aug 03, 2012 1:41 am
by MrTwosheds
Basically when you build a computer class mesh, and it not just a very simple low poly object, some of the triangles scroll the wrong way. Not being triangulated would help as it would decrease the number of polys it could occur on. It would seem to be something to do with mesh builder AND the vertex order/texture coordinates of the object, rebuilding a new object can fix the issue. It is not a 100% occurrence for all objects.

Re: Anyone got a custom 'computer' class to work?

Posted: Fri Aug 03, 2012 1:47 am
by Nielk1
TJ is saying that the stock model is broken too, and he didn't mention rebuilding it from XSI, hence, this is an engine issue unless these details are not correct. At that, an error irrelevant to anything we can change if it is effecting an already existing MSH. I don't feel like digging for the computer class stock object to check myself or I would.

Re: Anyone got a custom 'computer' class to work?

Posted: Fri Aug 03, 2012 9:32 am
by TheJamsh
Image

^ That's what you see when you place it in the editor. Strangely enough, BEFORE you place the model it looks perfectly normal, and placing it as any class other than computer displays just fine (but of course you don't get the scrolling texture. This is the pre-built mesh, I HAVE NOT rebuilt from the .xsi in this image.

The broken mesh isn't static either, triangles flicker in and out of existence and increase to monumental sizes as well.

Re: Anyone got a custom 'computer' class to work?

Posted: Fri Aug 03, 2012 1:59 pm
by MrTwosheds
Ok, different issue then.

Re: Anyone got a custom 'computer' class to work?

Posted: Thu Aug 09, 2012 5:13 pm
by S.cavA.rmyG.en
TheJamsh wrote:Image
:lol: grate you found a new whole in space and time that we can fill in with a fue 100 poor scavengers. :twisted: :lol: :lol: