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Rob Oplawar
November 30th, 2007, 07:50 PM
I've got a brand new problem that is not even indexed by Google!

When I try to compile my model animations from "device position.JMO", I get the following problem:



tool animations levels\bridge1\devices\doors\giant_door
Couldn't read map file './toolbeta.map'
### device position.JMO
WARNING: LARGE TRANSLATION NOT IN JMW!!!!!!!!!!!!!!!!!!!!!!

model animation compression saved 0 bytes


I get no problems exporting or compiling my model or my physics.
But the thing is, when I put it all together into my device_machine tag and place it in Sapien, it doesn't show up at all. I removed the animation file from the tag, and it still doesn't appear, so there's definitely something wrong with the gbxmodel as well.

So this thing I'm exporting is a big huge door with about 15 reference frames and lots of moving parts, and 100 frames of animation. It's somewhere in the vicinity of 5500 polygons, I think.

Any thoughts?

teh lag
November 30th, 2007, 08:02 PM
tool animations levels\bridge1\devices\doors\giant_door
Couldn't read map file './toolbeta.map'
### device position.JMO
WARNING: LARGE TRANSLATION NOT IN JMW!!!!!!!!!!!!!!!!!!!!!!
model animation compression saved 0 bytes

Judging by this, it's something with how large the translation is in your animation. JMW is used for world-coordinate anims (useful for animating units for a specific BSP,) and so would probably be used for large-translation anims. However, I don't think device positions can be .JMWs...

How far do the frames move, exactly?

Rob Oplawar
November 30th, 2007, 08:03 PM
Only about 4 world units. Is that too much for a device? I mean, elevators go much farther than that... =/

Choking Victim
November 30th, 2007, 08:12 PM
i've gotten this error before, though my animation still compiles despite the error. check to see if yours did, if so then there shouldn't really be a problem with it. (there was no problems with mine)

Rob Oplawar
November 30th, 2007, 08:21 PM
Hm, well in that case it's probably something with the model and this animation thing is unrelated. So in that case, what do I do if my model doesn't show up ingame at all? And yes, I've made sure the render bounding radius is properly set.

Rob Oplawar
November 30th, 2007, 08:42 PM
/doublepost

D'OH! I figured out what the problem was, and yes it was stupid. See, the door goes in a very specific place in my map, so to make sure it fit in, I built it directly inside my bsp file, and then exported it to a different file from there. Since I did it that way, the frame for the door was not at 0,0,0 like it should be when I exported it- in fact, it was at something like 800, 13000, -600.

So I fixed that, and not only did that fix the model so it shows up in the game, it also fixed the large translation error, because it was counting that initial position as a translation from 0.

So yeah, threadlock. Sorry for being so stupid you guys. I'll try not to do it again. lol.