The Fae (Warning Many Images)

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Nielk1
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Re: The Fae (Warning Many Images)

Post by Nielk1 »

Be sure you are set for Generic Units.
General BlackDragon wrote:
Clavin12 wrote: EDIT: Also, what exact size must a base plate be in 3dsmax?
8.0 by 8.0
On default maps it is 32 by 32 made of up a 4 by 4 grid where each cell is 8 by 8 generic units. The Terrain__h should probably be 4 by 4 cell plane of 32 by 32 and your visual terrain can be anything coming out to 32 by 32.
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General BlackDragon
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Re: The Fae (Warning Many Images)

Post by General BlackDragon »

Oh, yeah that's right, in 3ds Max translation it is = 32. This is the length of 1 griz square in BZ2.

:-/ I should make posts when i'm more awake...
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Zax
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Re: The Fae (Warning Many Images)

Post by Zax »

Exact 32^2. No decimals.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Tell me, is it possible for a gun spire to have two completely independent turrets? I'm trying to set up a spire with two turret_y's and two turret_x's beneath them named turret_y_1, turret_x_1, turret_y_2, and turret_x_2. However when I import it only one head moves, and badly at that. They don't have to shoot at different things at the same time, just not move together but rather like separate gun spire heads.

EDIT: Another problem to solve. When importing my scavenger, it loads fine, but when I try to place it on the map I get an av with this:

Code: Select all

Last few battlezone.log lines (may or may not be relevant):
DIAG|            meshread:2146 |09:25:10|8634   |Missing binary mesh escav.xsi, use XSI
DIAG|            meshread:2157 |09:25:10|8634   |Building escav .msh
DIAG|             console:844  |09:25:10|8634   |Building escav .msh (Remember to copy to MOD distribution!)
ERR |              bitmap:1352 |09:25:10|8688   |Can't load texture Fae_Scav_Occlusion.png.
DIAG|         ParameterDB:208  |09:25:10|8688   |Last few opened ODFs:
DIAG|         ParameterDB:213  |09:25:10|8688   | 1 : escav.odf
DIAG|         ParameterDB:213  |09:25:10|8688   | 2 : Portrait.TRN
DIAG|         ParameterDB:213  |09:25:10|8688   | 3 : shieldeffect.odf
(done)
EDIT: Switched to hoverscav, which is preferable anyway. Still like to know why it AV'd though.

EDIT: I'm just loading on the questions here. Is there a hover recycler class?
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

A similar AV occured with my recycler:

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):
DIAG|             console:819  |10:25:56|6715   |value = 0
DIAG|             console:819  |10:25:56|6715   |value = 0
DIAG|             console:819  |10:25:56|6715   |value = 0
DIAG|             console:819  |10:25:56|6715   |value = 0
DIAG|            runcodes:159  |10:25:56|6726   |[Edit] Entering run code [object]
DIAG|            meshread:2146 |10:25:59|9194   |Missing binary mesh erecy.xsi, use XSI
DIAG|            meshread:2157 |10:25:59|9194   |Building erecy .msh
DIAG|             console:844  |10:25:59|9194   |Building erecy .msh (Remember to copy to MOD distribution!)
(done)

Exception code: C0000005 (ACCESS VIOLATION) READING from 00000004h
Message :  Exception
Error occurred at 4/18/2012 10:26:04.
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 :   1503 MB free out of   2048 MB total
Physical memory:   1292 MB free out of   3839 MB total
Page(swap) file:   4577 MB free out of   7675 MB total
This exe is using 179 MB (68 MB dlmalloc), peak use 180 MB

Fault address:  010868FE 01:001158FE C:\Program Files (x86)\Battlezone II\bz2edit.exe

Registers:
EAX:00000004
EBX:189F4660
ECX:00000005
EDX:1723C0A7
ESI:1723C0A0
EDI:00000000
CS:EIP:0023:010868FE
SS:ESP:002B:0059D878  EBP:0059D994
DS:002B  ES:002B  FS:0053  GS:002B
Flags:00210202

Call stack:
Address  Offset1  Offset2  Module              SourceFile
010868FE +001168FE 000000CE bz2edit          (bz2edit): : Tread_Control_Helper13::Tread_Control_Helper13

0102B3CA +000BB3CA 00000260 bz2edit          (bz2edit): : TrackedVehicle::TrackedVehicle

0102A773 +000BA773 0000000A bz2edit          (bz2edit): : TrackedDeployable::TrackedDeployable

00FF7AEF +00087AEF 00000014 bz2edit          (bz2edit): : DeployBuilding::DeployBuilding

0101FE27 +000AFE27 0000000A bz2edit          (bz2edit): : RecyclerVehicle::RecyclerVehicle

010200B1 +000B00B1 0000001A bz2edit          (bz2edit): : RecyclerVehicleClass::Build

01008A0E +00098A0E 0000000D bz2edit          (bz2edit): : GameObjectClass::Build

00FC9872 +00059872 000000CD bz2edit          (bz2edit): : EditObject::ApplyPlace

00FC8DC1 +00058DC1 000002DC bz2edit          (bz2edit): : EditObject::Process

010F6FCD +00186FCD 0000019E bz2edit          (bz2edit): : RunCodes::Process

00FD6B1D +00066B1D 00000087 bz2edit          (bz2edit): : MissionHandler::State::EditState::Process

010F6FCD +00186FCD 0000019E bz2edit          (bz2edit): : RunCodes::Process

00FD3E65 +00063E65 00000012 bz2edit          (bz2edit): : MissionHandler::Process

010F6FCD +00186FCD 0000019E bz2edit          (bz2edit): : RunCodes::Process

010F1424 +00181424 0000004A bz2edit          (bz2edit): : Main::MessagePump

00FBAF8A +0004AF8A 000004E7 bz2edit          (bz2edit): : HandledMain

00FBAC2D +0004AC2D 0000018A bz2edit          (bz2edit): : HandledMain

00FB799E +0004799E 0000005E bz2edit          (bz2edit): : WinMain

0114D66B +001DD66B 00000191 bz2edit          (bz2edit): : strcat

764E339A +0001339A 00000012 kernel32         (kernel32): : BaseThreadInitThunk

77D79EF2 +00039EF2 00000063 ntdll            (ntdll): : RtlInitializeExceptionChain

77D79EC5 +00039EC5 00000036 ntdll            (ntdll): : RtlInitializeExceptionChain

EDIT: Solved the problem. You need two treads, and all of their parts.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Ahh, problems, problems...

So my recycler building is fine...until I add the 64x64 terrain__h object. Then, the recycler geometry is shrunk a great deal. I've tried resetting the transformations in both blender and 3dsmax.
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Zax
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Re: The Fae (Warning Many Images)

Post by Zax »

No. Use taps.

Use the geometryScale (or whatever it is) in the ODF. Increase it for enbiggening, lower it for smallification.
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General BlackDragon
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Re: The Fae (Warning Many Images)

Post by General BlackDragon »

Your non hover scav probably AV'ed because it didn't have tread_r/tread_l/tractor_r/tractor_l frames. (Tracked vehicles need tracks)

No hovering recy, but u can use hoverscavs + pools.

Make both of your turrets taps, so each can be blown off seperately :D

As for terrain plate, I still vote you don't even use them, unless you want your buildings to have underground sections.
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Zax
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Re: The Fae (Warning Many Images)

Post by Zax »

Thanks for restating what I said and what Clavin said (notice he fixed it in an edit earlier today) but I think terrain plate has to do with collision and ownership. Either way, I do things how the programmers intended so that no extraneous variables are instilled.
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Thanks fer tha replies. How does a tap work?

P.S. I fixed the terrain problem. The other geometry shouldn't be linked/parented to the terrain__h object.
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General BlackDragon
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Re: The Fae (Warning Many Images)

Post by General BlackDragon »

Clavin12 wrote: How does a tap work?
:shock:

:?

:D


Okay, basically. It's a thing attacked to a building.

You can have 8 different things.

They can be spawned with it, or built on after.

The things can do things, or have other things attached to them. Only thing is, a tap can't own the same terrain blocks as it's parent. Now, if you're tap is far away, outside of the parent's terrain block, you can have it own terrain.

I have a saying, if you can't figure it out, "you're not thinking with taps."
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Zax
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Re: The Fae (Warning Many Images)

Post by Zax »

Taps are what beer comes out of. We use taps to rescue our horribly failed days and to drown out the misses.
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MrTwosheds
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Re: The Fae (Warning Many Images)

Post by MrTwosheds »

A gt/turret can only have one y turret, its just the way they work.
You can attach "extra" turrets with taps, but In my experience they tend to be a bit dim & don't always decide to start shooting at stuff straight away like a GT will. And if the cp's carrier is anything to judge by, some computers have distinct performance problems when lots of then are used. I cannot play mpi's with carrier on my pc because something makes the game run at about 6fps...
I would advise developing your mod with tapped turret buildings as an option, not as the stock units, at least until you have some confidence in their functionality.
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Clavin12
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Re: The Fae (Warning Many Images)

Post by Clavin12 »

Alright, but I really don't know how to set them up.

Also, I'm working on a guardian type unit. I was using a small cube named "dummy" for positioning, animating the turret's z position relative to it, but when I look at the isdf turret animation in 3dex, it does not move up or down at all. Am I missing something?
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Zax
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Re: The Fae (Warning Many Images)

Post by Zax »

Clavin12 wrote:Alright, but I really don't know how to set them up.

Also, I'm working on a guardian type unit. I was using a small cube named "dummy" for positioning, animating the turret's z position relative to it, but when I look at the isdf turret animation in 3dex, it does not move up or down at all. Am I missing something?
Check out the Spire and the Lung code. Except instead of a lung, use the turret/head part.
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