Author Topic: Hardpointing Problems (Solved, for now)  (Read 8486 times)

Offline Kirk

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Re: MPE woes
« Reply #20 on: August 17, 2008, 06:51:14 PM »
I know, I set it there. On purpose. 0.01 (the normal scale) does not work. (Which baffles the living s**t out of me.)

Edit: For now I am going to set the scale to 0.01 and just guess and check the properties in game. I really hope a permanent solution pops up.

Edit 2: Added a .gif that shows my problem.

Offline Starforce2

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Re: MPE woes
« Reply #21 on: August 17, 2008, 09:41:10 PM »
what seems to be the issue in this image?
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Offline Kirk

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Re: MPE woes
« Reply #22 on: August 17, 2008, 09:42:10 PM »
Watch the whole .gif (It's 4 frames)

Offline Starforce2

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Re: MPE woes
« Reply #23 on: August 17, 2008, 09:57:52 PM »
I'm not seeing any changing...
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Offline Kirk

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Re: MPE woes
« Reply #24 on: August 17, 2008, 10:00:42 PM »
It works for me. :( I did set the frame rate to 1 frame per 5 seconds.

Offline 1DeadlySAMURAI

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Re: MPE woes
« Reply #25 on: August 17, 2008, 10:41:48 PM »
LOL! that is one crazy error you got there.

and the gif works fine ;)

Offline Starforce2

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Re: MPE woes
« Reply #26 on: August 18, 2008, 02:53:47 AM »
so the ship is invisable from certain directions? Or appears to be seenthrough in the mpe? It's a model issue.
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Offline limey BSc.

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Re: MPE woes
« Reply #27 on: August 18, 2008, 06:54:36 AM »
I think the point was it is waaaaaaay off center.
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Offline El

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Re: MPE woes
« Reply #28 on: August 18, 2008, 07:30:25 AM »
Almost cerainly due to a dodgy export. You'll need to get it re-exported properly.

Offline tiqhud

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Re: MPE woes
« Reply #29 on: August 18, 2008, 07:36:20 AM »
It more than likely , due to a dodgy export,
 what is your model texture path suffix, set to?
try re-export
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
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It is all the little details, that cause headaches.
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Offline Kirk

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Re: MPE woes
« Reply #30 on: August 18, 2008, 08:40:08 AM »
I think the point was it is waaaaaaay off center.
Correct
Almost cerainly due to a dodgy export. You'll need to get it re-exported properly.
Alright, I will try.
what is your model texture path suffix, set to?
I'm not quite sure what you mean there.

Offline tiqhud

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Re: MPE woes
« Reply #31 on: August 18, 2008, 10:17:33 AM »
"model texture path suffix" is the Very last setting on your Options page.

is this your doing, a new HP for a ship? if so you do need to re-export.
I my experense as you open the Nif, then load the HP, it should say noname in your right menu [at least that has been the way it has happened for every GOOD ship\nif\model] , but everyopne I ever gotten without noname has never worked well and I had to send it back, to get redone.
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
"Never judge wealth with Money"
'Intelligence has Nothing to do with Politics'
it is Late, Do you know where your Towel is?

Offline Kirk

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Re: MPE woes
« Reply #32 on: August 18, 2008, 10:22:53 AM »
Ah yes, /high

Offline tiqhud

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Re: MPE woes
« Reply #33 on: August 18, 2008, 10:31:49 AM »
an example
TiqHud
you sir, are unable to strike, the port or starboard parts of hull , of a bovine storage facility.
Canon , what people argue exists, that doesn't really  exist.
It is all the little details, that cause headaches.
"Never judge wealth with Money"
'Intelligence has Nothing to do with Politics'
it is Late, Do you know where your Towel is?

Offline Kirk

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Re: MPE woes (Quite possibly solved)
« Reply #34 on: August 18, 2008, 02:24:36 PM »
Well, I let lint take a look at it and according to him, the node structure was all goofed up. I'm working on it in MPE right now, and from what I can see, everything is much better. :D If this works, lint gets a cookie!

It works! Yay! Now, there's a few more problems. My "Phaser" (the 70mm Chain Gun) does not show up in the targeting menu, and the ship is only AI flyable, the player can't use it. (Instant CTD, I'm installing the console tracker now) (Forgot to add a repair system. Doh!)

Offline Kirk

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Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
« Reply #35 on: August 22, 2008, 09:36:21 AM »
Well, right now I'm taking a break from the Pelican while lint fixes some more problems with the model. Instead, I decided to dust off a ship that's been sitting on my HD and give her a hp. However, weird things are happening again (as they always seem to do with me.) Now I have a rouge blinker that doesn't make any sense. It doesn't move with the ship, while the ship is stationary (however, it does move with the ship while the ship is in motion) and it blinks at it's own speed, not with the other blinkers, and it only happens with my ship. :(

Offline Adonis

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Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
« Reply #36 on: August 22, 2008, 11:51:00 AM »
Ok, I'll go as I read through the thing:
1) Fusion reactors shouldn't be on primary, the warp core needs to be.
2) Either set the warp engines or the plasma manifolds as primary

But I cannot tell you about that blinker issue without seeing the model itself.
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Offline Kirk

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Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
« Reply #37 on: August 22, 2008, 03:45:25 PM »
Model posted.

Offline Adonis

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Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
« Reply #38 on: August 22, 2008, 08:27:09 PM »
Hmm...where should I start...

The mesh is a royal mess.

Basically, the model needs a report. It needs to be cleaned up (some bmp's from the SFC port are still in place). Only if I'd have time to do my from scratch to ingame BC tutorial for adding ships...
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Offline Kirk

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Re: Hardpointing Problems (New ship, new bafflig error) (8-22-08)
« Reply #39 on: August 22, 2008, 08:31:22 PM »
:lol: Oh man, I seem to pick the worst ships to learn hp'ing on. So I ought to give this one a pass? I have a few TOS/NX era ships I could try hp'ing.