View Full Version : hey everybody look here
Delta4907
August 23rd, 2008, 07:34 PM
Topic name for attention
Anyways got this error when exporting with Bluestreak v1.0.2, made by TheGhost/CtrlAaltDestroy.
http://i308.photobucket.com/albums/kk356/DELTA-49/error.jpg
Dunno whats wrong, bones are bones....... I dont see what's wrong.
EDIT: Read my last post. The above problem has been fixed.
Bastinka
August 23rd, 2008, 07:41 PM
I think theres more to this then that, hit the h key and take a screenshot of that.
teh lag
August 23rd, 2008, 07:48 PM
Topic name for attention
Anyways got this error when exporting with Bluestreak v1.0.2, made by TheGhost/CtrlAaltDestroy.
http://i308.photobucket.com/albums/kk356/DELTA-49/error.jpg
Dunno whats wrong, bones are bones....... I dont see what's wrong.
Er... I'm fairly sure that "ValveBiped.bip01" isn't recognized by Bluestreak as a valid node/bone object prefix, unless you've edited it yourself to make that happen.
Ki11a_FTW
August 23rd, 2008, 07:51 PM
^
Delta4907
August 23rd, 2008, 07:51 PM
So it will only export if the nodes start with Bip01?
Ki11a_FTW
August 23rd, 2008, 07:52 PM
^
(woot i <3 arrows)
Delta4907
August 23rd, 2008, 07:53 PM
:lol: Ok I'll chang the names.
EDIT:
New Problem:
http://i308.photobucket.com/albums/kk356/DELTA-49/error-1.jpg
I just posted here since it's about the same model.
Advancebo
August 23rd, 2008, 09:15 PM
incorrect rig
Delta4907
August 24th, 2008, 12:09 AM
Ok thats fixed, now I get an error that says theres a blank shader named <none> and it obivously wont create it in tool. The only problem is that I went through each face on the model, and none of them had a blank or unused material. I cant seem to figure out the problem. My guess is that it's thinking the nodes are actual geometry and not really nodes.
Extra Info:
I am now using BlitzKrieg.
The nodes start with Bip01, one time I heard to export nodes in blitz, it has to start with the word frame. I am unsure if this is true or not.
Is there a limit to how many nodes a model can have? I havent gotten any error about it yet, but my model has around 40 nodes, give or take one or two.
Ki11a_FTW
August 24th, 2008, 12:41 AM
40 is the limit for rigged nodes
Delta4907
August 24th, 2008, 03:02 AM
Ok this is turning out to be more of a problem that a hobby. The last way I tried it was to use Jahrains old method of weight injection to get the biped actually look good in-game, since that way i could have some vertexes weighted to a number other than 1 or 0 (0.5, 0.7 etc.). In his tutorial it shows him using the weight injector v0.8. I searched halomaps for "weight injector", and I forgot this happened before but it comes up with an error for some odd reason if you search weight injector. Eventually I was able to find v0.1, which is a bit confusing, and doesn't export the final product as a gbx model, it exports as a txt, which I import into Guerilla, where yet ANOTHER error comes up saying it can't find these certain blocks. Ugh, the only way I see this getting done is if there was a way to bypass tool's rule of all weights having to be 1.0, I mean if there really isnt i'd change all weights to 1, but then it wont look as good ingame.
Advancebo
August 24th, 2008, 09:33 AM
TOOL STAR GO!!!
teh lag
August 24th, 2008, 10:41 AM
Ok thats fixed, now I get an error that says theres a blank shader named <none> and it obivously wont create it in tool. The only problem is that I went through each face on the model, and none of them had a blank or unused material. I cant seem to figure out the problem. My guess is that it's thinking the nodes are actual geometry and not really nodes.
Extra Info:
I am now using BlitzKrieg.
The nodes start with Bip01, one time I heard to export nodes in blitz, it has to start with the word frame. I am unsure if this is true or not.
Is there a limit to how many nodes a model can have? I havent gotten any error about it yet, but my model has around 40 nodes, give or take one or two.
Just open the JMS and rename the shader to something valid...
Ok this is turning out to be more of a problem that a hobby. The last way I tried it was to use Jahrains old method of weight injection to get the biped actually look good in-game, since that way i could have some vertexes weighted to a number other than 1 or 0 (0.5, 0.7 etc.). In his tutorial it shows him using the weight injector v0.8. I searched halomaps for "weight injector", and I forgot this happened before but it comes up with an error for some odd reason if you search weight injector. Eventually I was able to find v0.1, which is a bit confusing, and doesn't export the final product as a gbx model, it exports as a txt, which I import into Guerilla, where yet ANOTHER error comes up saying it can't find these certain blocks. Ugh, the only way I see this getting done is if there was a way to bypass tool's rule of all weights having to be 1.0, I mean if there really isnt i'd change all weights to 1, but then it wont look as good ingame.
What? Just use BlueStreak if nothing else. I dunno wtf you're talking about, tool can compile anything with vert weights between 0 and 1.
Advancebo
August 24th, 2008, 10:59 AM
yah but it causes collision errors, like open edges, degenerates, and overlapping
Roostervier
August 24th, 2008, 11:10 AM
yah but it causes collision errors, like open edges, degenerates, and overlapping
What does, bluestreak? I don't really think that matters if he's exporting a gbxmodel, considering that gbxmodels don't even have collision.
teh lag
August 24th, 2008, 11:16 AM
yah but it causes collision errors, like open edges, degenerates, and overlapping
What rooster said... those don't matter at all for a gbxmodel >_>
Not that one would even need bluestreak for collision, as collision is done with BOXES linked to nodes anyhow; blitz would work just as well.
Delta4907
August 24th, 2008, 05:32 PM
Advancebo said that the error I got in tool was because some vertex weights were something other than 0 or 1 (0.5). But I think it was because there were 43 nodes in that exported jms, so maybe it failed because of the node count.
New Problem:
http://i308.photobucket.com/albums/kk356/DELTA-49/error3.jpg
And I was so close to finally getting it ingame, too....
Roostervier
August 24th, 2008, 05:50 PM
Don't know if this'll help, but scroll down in the skin modifier. Click on advanced parameters, and change the bone affect limit to 2. By default it is set to 3, I think.
Delta4907
August 24th, 2008, 05:55 PM
Are you sure it should be 2? The bone affect limit is 20 for me.
teh lag
August 24th, 2008, 06:00 PM
Are you sure it should be 2? The bone affect limit is 20 for me.
Yes, he is sure. I think it's pretty clear he knows what he's talking about.
Advancebo
August 24th, 2008, 06:01 PM
also make sure there isnt any other modifiers being compiled except for skin. move the skin modifier to the top of the list. then click the moidifier under it and click collapse to
Roostervier
August 24th, 2008, 06:07 PM
Are you sure it should be 2? The bone affect limit is 20 for me.
Yeah, change it to 2. If you're rig gets all messed up, then you're going to have to re-rig it. You can rig right?
Delta4907
August 24th, 2008, 06:10 PM
Well I just changed it and the same error came up again.
@ flyinrooster, The rig is fine, but if I had to re rig it I would, just time consuming.
Delta4907
August 25th, 2008, 06:03 PM
Nobody has a solution? I tried what flyinrooster said, but the error comes up again.
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