slatts 1978 Posted December 21, 2010 (edited) hey guys, i got a model from ofp and tried to update it to arma2 i changed the configs around and got the mlod file from the author as i read that this is needed to do so however, when i try to start it in the editor, the game complelety freezes up and crashes as seen in this vid i tried taking out the texture files so they wouldnt load as i thought this may be the problem, but same result i also tired arma1, i was a bit more lucky there, when i loaded it in the editor, it appeared a a very light blue texture with no visible doors etc, it was however, flyable so im really at a dead end. any ideas guys? EDIT: should have pointed out its the helicopter in the vid not the soldier :P Edited December 21, 2010 by Slatts Share this post Link to post Share on other sites
namman2 0 Posted December 21, 2010 the problem could be an old proxy reference (eg ah1gunner.p3d should be gunner for arma1/2) Share this post Link to post Share on other sites
slatts 1978 Posted December 21, 2010 hm pretty sure i replaced all those before, ill recheck and update Share this post Link to post Share on other sites
namman2 0 Posted December 21, 2010 dont forget that proxys exist in geometry and firegeometry and shadows(wich maybe your problem if you added a shadow lod and the model in it is not triangulated ) and hitpoints lod Share this post Link to post Share on other sites
slatts 1978 Posted December 22, 2010 replaced all the proxys and she still crashes the little file that comes with the binpbo when you pack it shows that theres errors with textures "old style material flag used" also errors with rtm files which i though i removed from use could these be the cause? i would post that file here, but its over 120k characters long, and the limit is 50k lol Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 22, 2010 "old style material flag used" Shouldnt be the problem. Is the Config the problem? or rtm file Share this post Link to post Share on other sites
slatts 1978 Posted December 22, 2010 heres the config // some basic defines #include "basicdefines.hpp" #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 class CfgPatches { class idp_A139 { units[] = {"idp_A139"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CAWheeled2", "CACharacters2", "CAWeapons","CAWeapons"}; }; }; class CfgVehicles { class Mi17_Civilian; class idp_A139 : Mi17_Civilian { scope=2; side=TWest; displayName = "Agusta 139"; nameSound="chopper"; accuracy=15; mainRotorSpeed = -1; //minMainRotorDive = -7; //maxMainRotorDive = 5; //neutralMainRotorDive = -2; picture =\idp_a139\ag_pic; icon =\idp_a139\ag_icn; insideSoundCoef=0.02; crew="SoldierWPilot"; enableSweep=false; hasGunner=0; gunnerOpticsModel = "optika_empty"; driverAction="Mi17_Pilot"; gunnerAction ="ManActIDP_AgustaGunner"; transportSoldier=10; maxSpeed=270; armor=70; cost=10000000; type=VAir; threat[]={0.3, 1, 0.4}; model=\idp_a139\idp_agusta_mesh_MLOD; hiddenselections[] = {"rope"}; destrType=DestructEngine; extCameraPosition[]={0,4,-18}; minMainRotorDive = 0; maxMainRotorDive = 0; weapons[]={}; magazines[]={}; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "L svetlo";direction = "konec L svetla"; hitpoint = "L svetlo";selection = "L svetlo"; size = 0.5;brightness = 0.4; }; class Right { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "P svetlo";direction = "konec P svetla"; hitpoint = "P svetlo";selection = "P svetlo"; size = 0.5;brightness = 0.4; }; }; }; }; }; Share this post Link to post Share on other sites
orson 0 Posted December 22, 2010 Unless someone comes up with a solution straight away we will need more info about the model . If it was a cfg error i imagine it would flag as it loaded so a crash smells like a model error . How many texture files any materials (rvamt's) what LOD's present (geo etc ) section count face count ....spose if its an ofp model face count wont be too high Run another check through everything .. names etc i did spot in your cfg... model=\idp_a139\idp_agusta_mesh_MLOD; think it needs some "" ... ? model = "\idp_a139\idp_agusta_mesh_MLOD"; ---------- Post added at 04:26 PM ---------- Previous post was at 04:14 PM ---------- dont forget that proxys exist in geometry and firegeometry and shadows(wich maybe your problem if you added a shadow lod and the model in it is not triangulated ) and hitpoints lod @namman afaik you should only need to put proxies in the view LOD's and FireGeometry ( and these should only be crew or cargo type in the FireGeo) , not in shadow lods ...proxies have their own shadow lods , proxies also have no geometry lod so any proxy geometry has to be acounted for in the main model geo lod . please correct me if i'm wrong coz it means im doing it the wrong way :D Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 22, 2010 (edited) crew="SoldierWPilot"; No such thing I believe. Try crew = "USMC_Soldier_Pilot"; faction = "USMC"; hasGunner=0; weapons[]={}; magazines[]={}; What?! But it has a gunner animation doesn't it?! So which is it? type=VAir; No such type. }; You have 1 too many at the end. And if theres nothing left to fix and it still doesnt work, then your problem is probably here; gunnerAction ="ManActIDP_AgustaGunner"; ... afaik you should only need to put proxies in the view LOD's and FireGeometry ( and these should only be crew or cargo type in the FireGeo) , not in shadow lods ...proxies have their own shadow lods , proxies also have no geometry lod so any proxy geometry has to be acounted for in the main model geo lod . Sorry Orson, I dont think thats correct. You need to place the proxies in the Shadow LODs, otherwise the Shadow LOD of the proxy (soldier) is not shown / projected out of a vehicle. You need to place the proxies in the VIEW LODs, otherwise you wont see crew, gunner or pilots sitting beside you. You *may* need to place the proxies in the Geometry LOD, otherwise there is no collision detection of the proxy (soldier). This is probably only really an issue for open toped vehicles or static weapons where physical collision with crew is possible. Edited December 22, 2010 by [APS]Gnat Share this post Link to post Share on other sites
slatts 1978 Posted December 22, 2010 (edited) ok redone the config, placed it empty in editor looked at it annnnnnd nothing is there lol even if i try to get an AI to board it, it isnt there to select however the crashing is gone EDIT: cause i missed out on a " mark crashing is back, must be the model now EDIT 2: you know, it is 76 sections hmmm could that be the answer? Edited December 22, 2010 by Slatts Share this post Link to post Share on other sites
soul_assassin 1750 Posted December 22, 2010 Did you check that the geometry LOD has mass? Share this post Link to post Share on other sites
slatts 1978 Posted December 22, 2010 yea figure is 1807 Share this post Link to post Share on other sites
orson 0 Posted December 22, 2010 (edited) Gnat;1818011']Sorry Orson' date=' I dont think thats correct. You need to place the proxies in the Shadow LODs, otherwise the Shadow LOD of the proxy (soldier) is not shown / projected out of a vehicle. You need to place the proxies in the VIEW LODs, otherwise you wont see crew, gunner or pilots sitting beside you. You *may* need to place the proxies in the Geometry LOD, otherwise there is no collision detection of the proxy (soldier). This is probably only really an issue for open toped vehicles or static weapons where physical collision with crew is possible.[/quote'] Any proxy placed inherits from an actual model with all lods present , view, geo , hitpoints , shadow . If you place a proxy in a view lod it will have all the attributes of the model it inherits from including animations . The geometry LOD within a proxy is the only part i am not clear about , if it still inherits into the model its added too . * Be easier with a screenshot but i am not home , My warrior model has its own shadow lod , any crew proxy has its own shadow lod as defined by the .rtm that puts them into a certain pose . Any proxies i add as detail to the main hull or turret have to use their own shadow lod too , and if the part sticks out substantialy i have to model it into the collision lod (geometry) of the main model . Soldier models have hitpoints allready and the game accepts that info in proxy form , any detail i added did not use hitpoints lod but they do have a fire geometry and that too works fine , bullet impact marks and all . I dont think a proxy , as a single faced triangle would even be accpted by the shadow lod withought errors ? The only lod's i have used proxies and this is the same as BIS examples are in the view lod's and fire geometry ...will be back later ..i will check through ... srry for ot btw Edited December 22, 2010 by orson Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 22, 2010 and this is the same as BIS examples are in the view lod's and fire geometry I doubled checked the BIS sample models, crew proxies are in all LODs I described. Blink, Try this; - Start a new P3D - Unhide All - Copy-All from 1 LOD at a time from the old P3D and paste into a new LOD in the new model. - Do this for Each LOD Now start using the new P3D. BTW, is it OK in the Buldozer preview? If that doesn't work, try droping LODs from your P3D. ie select a LOD and rename it EDIT-XX. Drop the Shadow LODs first, try that, then the Fire LOD, etc Share this post Link to post Share on other sites
slatts 1978 Posted December 23, 2010 Gnat;1818331']Blink' date=' Try this; - Start a new P3D - Unhide All - Copy-All from 1 LOD at a time from the old P3D and paste into a new LOD in the new model. - Do this for Each LOD Now start using the new P3D. BTW, is it OK in the Buldozer preview? If that doesn't work, try droping LODs from your P3D. ie select a LOD and rename it EDIT-XX. Drop the Shadow LODs first, try that, then the Fire LOD, etc[/quote'] right ill get onto that tomorrow by OK do you mean showing up? if so, then yea it is gimme 12 hours and youll have your answer :) Share this post Link to post Share on other sites
namman2 0 Posted December 23, 2010 @ Orson proxys are dummies they are not modeled in the engine they are only references to other models so when you put the proxy in the shadow lod (say for the crew) the engine will copy the shadow lod form the crew p3d and put it in this model and if you put it in the hit points lod it will copy the crews hitpoints and put them in this model (else the crew wont get hurt ) Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 23, 2010 Orson Without using a proxy in the shadow lod you may still be getting an actual shadow off crew, but its like a low quality "texture" shadow, not the proper shadow LOD shadow. I've seen that effect many times. Share this post Link to post Share on other sites
orson 0 Posted December 23, 2010 (edited) this is my shadow LOD , no proxies . this is it in bulldozer, as you can see the crew shadow is displayed properly .:butbut: Yep Gnat you are 100% on the shadow LOD , if the crew proxy isnt present it draws the low res style shadow in game . *edit ..i just added the crew to the shadow LOD and tested in game but the same low res shadow was being cast even with shadow set to very high ... go figure : / seems they dont really do anything when added to the shadow LOD ? @namman i am still sure you dont need to put them in the hitpoints LOD for hit detection , just the fire geo ...but hey i could be wrong about that too and @ blink ...sorry for the total threadjack :/ Edited December 23, 2010 by orson Share this post Link to post Share on other sites
slatts 1978 Posted December 23, 2010 ok tried the new p3d idea only got the 0.00 lod and it still crashes Share this post Link to post Share on other sites
DaSquade 0 Posted December 29, 2010 ok tried the new p3d ideaonly got the 0.00 lod and it still crashes Afair you need at least the view pilot lod (with view pilot memory points) otherwise the game will crash aswell. At least that happend to me in the past... Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 29, 2010 @Blink If your getting nowhere, PM me the model and I'll have a look. Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 30, 2010 :eek: never seen this before! Well, it didnt crash on me, but it was invisible (but had shadow) and flashed some random textures at me .... and the world around me started to flash and go weird! ..... must be a drug chopper huh? Anyhow, first thing; All your proxies are wrong. You can't point cargo and driver proxies to some weird CA/Temp/proxies/blahblahblah Proxies are either just the word "cargo" or "driver" or "gunner" Get rid of the "cessnaxxx" proxy too. As for the "disappear" and texture weirdness, highly suspect you have some bad textures / or bad texture conversions. Part of the reason is the weirdness of various angled views and the fact I can actually see the high/more distant LODs. Suggest you need to make sure you have the latest/last version of TextView2 and open and resave all textures. Suggest you save to TGA, then either map to your model as TGA, or resave as PAA and map. Avoid using the PAC format. In O2, under "Tools" theres a "Mass texture and material rename" option. Try that and report back. Share this post Link to post Share on other sites
slatts 1978 Posted December 30, 2010 Gnat;1823528']:eek: never seen this before!Well' date=' it didnt crash on me, but it was invisible (but had shadow) and flashed some random textures at me .... and the world around me started to flash and go weird! ..... must be a drug chopper huh? Anyhow, first thing; All your proxies are wrong. You can't point cargo and driver proxies to some weird CA/Temp/proxies/blahblahblah Proxies are either just the word "cargo" or "driver" or "gunner" Get rid of the "cessnaxxx" proxy too. [/quote'] strange..i took them from a blackhawk ill re do that then Gnat;1823528']As for the "disappear" and texture weirdness' date=' highly suspect you have some bad textures / or bad texture conversions.Part of the reason is the weirdness of various angled views and the fact I can actually see the high/more distant LODs. Suggest you need to make sure you have the latest/last version of TextView2 and open and resave all textures. Suggest you save to TGA, then either map to your model as TGA, or resave as PAA and map. Avoid using the PAC format. In O2, under "Tools" theres a "Mass texture and material rename" option. Try that and report back.[/quote'] already though of that and resaved all .pac files as .paa i may have missed one or two old .paa files while making a soldier i did notice something i forgot to define his classname in the model.cfg and that cause the game to crash could the same happen to a helicopter? Share this post Link to post Share on other sites
[aps]gnat 28 Posted December 30, 2010 I always place an emply vehicle in the editor to bypass those typical "crew" problems. At least until the vehicle works .... Share this post Link to post Share on other sites
slatts 1978 Posted December 30, 2010 Gnat;1823916']I always place an emply vehicle in the editor to bypass those typical "crew" problems.At least until the vehicle works .... well yea thats what ive been doing :D Share this post Link to post Share on other sites