Small help :) [fixed- all done]
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Could you summarize the problem and how it was fixed in case someone else runs across it? A lot of the body of knowledge about how to fix freelancer is decaying because we’re losing websites (EOA for example) so it’s important to let people know what to do so they don’t reinvent the wheel each time
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Hahukum_Konn wrote:
Could you summarize the problem and how it was fixed in case someone else runs across it? A lot of the body of knowledge about how to fix freelancer is decaying because we’re losing websites (EOA for example) so it’s important to let people know what to do so they don’t reinvent the wheel each timeThe Problem was that my HardCMP crashed when the moment i opened a CMP file with it for a new ship i made. I didnt understand why, but it was because the program was also loading in a non-triangulated model for the hitbox, and so instantly crashed.
I went ahead and put it ingame anyway, and my ship was unable to turn, it could only strafe, if i attempted to make the ship turn by selecting an object and pressing F2 the game would crash immediatley.
Sushi figured it out and helped me fix it.
was a pretty simple mistake to make, but cost me a load of grief.
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Hi Hidamari,
What do you mean by non-triangulated, and how did it come to be like that?
I use MilkShape and have not seen this problem, are you using another modelling software?
Thanks.
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StarTrader wrote:
Hi Hidamari,What do you mean by non-triangulated, and how did it come to be like that?
I use MilkShape and have not seen this problem, are you using another modelling software?
Thanks.
I do all my modeling with Maya 2009, since there the newer versions are no better than that one and it does everything i need.
by non-triangulated i mean that i forgot to hit the “Triangulate” button in the Mesh drop section. if this isnt done the bug i said up there will happen.
I made a video here showing what to do in maya before exporting to obj.
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So what you mean is the initial model was not made of triangle faces (3 vertices each) but from other shapes, like cylinders and quadrangles, etc?
If this is right then we won’t have that problem in MilkShape as all shapes are made of triangle faces?
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StarTrader wrote:
So what you mean is the initial model was not made of triangle faces (3 vertices each) but from other shapes, like cylinders and quadrangles, etc?If this is right then we won’t have that problem in MilkShape as all shapes are made of triangle faces?
well… i dont know how it works in other programs converted to obj then added to milkshape. but from Maya, if you dont hit that Triangulate button on your mesh before you export the model to OBJ, you will have loads of trouble later down the line.