I made a kv-2 model in blender. When I export it crashes the game
heres the error.
---- Battlezone II Log File ----
//=====================================================
App version: bz2edit 1.3.6.4n Public Beta Aug 12 2013 21:41:20
Windows version: Windows Version: 6.2.9200 '' PlatformID=2
Last few battlezone.log lines (may or may not be relevant):
DIAG|MissionHandler_oldcode:1246 |01:07:20|21646 |Expanded game UI file of 'bzeditor_license_1366x768.cfg' not found. Using default of 'bzeditor_license.cfg'
DIAG| runcodes:159 |01:07:20|21647 |[View] Entering run code [EDITOR]
DIAG| runcodes:159 |01:07:20|21647 |[Edit] Entering run code [height]
DIAG|MissionHandler_oldcode:1246 |01:07:21|22319 |Expanded game UI file of 'bzeditor_enter_1366x768.cfg' not found. Using default of 'bzeditor_enter.cfg'
DIAG| runcodes:159 |01:07:21|22335 |[Edit] Entering run code [height]
DIAG| runcodes:159 |01:07:24|25745 |[Edit] Entering run code [object]
DIAG| meshread:2188 |01:07:30|31442 |Missing binary mesh kv-2.xsi, use XSI
DIAG| meshread:2199 |01:07:30|31442 |Building kv-2 .msh
(done)
Exception code: C0000005 (ACCESS VIOLATION) READING from 00000004h
Message : Exception
Error occurred at 12/6/2013 01:07:38.
C:\Program Files (x86)\Battlezone II\BZ2Edit.exe, run by WHamadeh.
C:\Program Files (x86)\Battlezone II\BZ2Edit.exe, run by WHamadeh.
CPU: 4 processor(s), Intel(R) Core(TM) i5-3230M CPU @ 2.60GHz
Intel64 Family 6 Model 58 Stepping 9
Process Memory : 1502 MB free out of 2048 MB total
Physical memory: 3287 MB free out of 6030 MB total
Page(swap) file: 3824 MB free out of 7694 MB total
This exe is using 215 MB (85 MB dlmalloc), peak use 228 MB
I found out the problem its because I named the treads "tred" instead of "tread" XD
Thanks guys
I have a new problem now. For some reason the turret wont stay on top of the tank. I believe it has somthing to do with a dotted line in blender.
The line goes from the turret to the ground.
Im not sure what that is. XD
I'm new this is like my 3 or 4th model
and models before were very basic (execept my airplane and that itself wasn't too hard)
Some BZ2 craft types have very particular naming convention requirements. Until you know what you can change, it's best to modify an existing model, or copy the hierarchy and names from an existing model. In short: start with BZ2's hierarchy and names. Make small changes, and be able to back them out whenever a change isn't accepted by BZ2.
GSH wrote:Some BZ2 craft types have very particular naming convention requirements. Until you know what you can change, it's best to modify an existing model, or copy the hierarchy and names from an existing model. In short: start with BZ2's hierarchy and names. Make small changes, and be able to back them out whenever a change isn't accepted by BZ2.
-- GSH
This, you have to make sure the treads and stuff are named correctly, otherwise it WILL crash the game. Make sure you also have a good hierarchy setup.. and make sure the hp_eyepoint is linked to turret_x
Oh I actually have an assault tank opened in another blender(Like Nielk1 said). I put everything according to how the a.tank is made. However I had already made my own suspension before I found out the a.tank didn't have any.
Thanks I didn't really have a problem with the treads thank God (except I accidentally named them tred). Now the problem I'm having is with the turret. For some reason its coming off the body when it turns.
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The turret issue is to do with the pivot point position, the point that the turret rotates about, this is its coordinate in the models xsi mesh 0;0;0
In max you can set the pivot point and collapse the mesh.
In other modeling programs you might just want to put the turret at the dead center of the axis before exporting.
Different programs use different methods to define the actual numerical structure of the mesh.
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