lennard 447 Posted October 6, 2012 In the proces of finalizing my Mi-17 addon I ran across some problems caused by binarizing the addon. Of which most are solved now. But there is this one error that I can't seem to find a solution for. It's about the animated cockpit instruments. The thing is that they work when the addon is unbinarized, but are bugged when it is binarized. The image below shows that the needles are offset and are not using their axises that are set for it in the memory lod. I think I miss something fundamental here as I have had issues with axises in the memory lod before, but never found a solution. Model.cfg: http://pastebin.com/Z2vpGj0s binarization .log file: http://pastebin.com/YKxUiHX5 If there's anyone that can help with this it would be greatly appreciated since it's the only error left in the addon :) Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 6, 2012 (edited) Where are all the axis located, memory LOD or Resolution LOD? What does all the MODEL.CFG animations say? What do the instruments look like in Buldozer? memory="false"; or memory=1; or memory=true; or memory=0; etc etc Depends where your axis are what you should be saying in you model.cfg Potential factor Edited October 6, 2012 by [APS]Gnat Share this post Link to post Share on other sites
da12thMonkey 1943 Posted October 6, 2012 I've had one or two instances of the game ignoring the axes I defined in my model.cfg after binarisation, where I found that the problem was me missing a few entries in the named properties. IIRC I was missing something like a "Class = Vehicle" or autocenter property in one of the LODs (can't remember which ones though) Share this post Link to post Share on other sites
lennard 447 Posted October 8, 2012 (edited) Gnat;2236116']Where are all the axis located' date=' memory LOD or Resolution LOD?What does all the MODEL.CFG animations say? What do the instruments look like in Buldozer? memory="false"; or memory=1; or memory=true; or memory=0; etc etc Depends where your axis are what you should be saying in you model.cfg Potential factor[/quote'] I've had one or two instances of the game ignoring the axes I defined in my model.cfg after binarisation, where I found that the problem was me missing a few entries in the named properties.IIRC I was missing something like a "Class = Vehicle" or autocenter property in one of the LODs (can't remember which ones though) I added "Class = Vehicle" to the Memory LOD and that seems to have solved it. All the axis are located in the Memory lod and it workes in Bulldozer though. Thanks for the help. Edit: It worked when I tested directly after I changed it. Then the game crashed and I restarted the game. When trying it out again I was suprised to see it wasn't working anymore. I'm absolutely clueless here :( Edited October 8, 2012 by Lennard Share this post Link to post Share on other sites
lennard 447 Posted October 10, 2012 Any other thoughts on this? Like to get this out, because my spare time will decline the following weeks. Share this post Link to post Share on other sites
Sealife 22 Posted October 10, 2012 Traditional place for these axis is in the viewpilot lod and memory setting in model.cfg set to 0 or false . Any model defines like class etc are usually in the geometry class . Obviously this doesn't pertain to autocenter that's lod specific . However your crashing shouldn't be caused by the way your doing it , this usually caused by the model not being pathed right or not actually in the pbo after binarisation because it had too many faces verts etc . Share this post Link to post Share on other sites
lennard 447 Posted October 14, 2012 It's fixed now. I changed memory=1; to memory=0;. Thanks guys. :) Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 14, 2012 See second post ;) Share this post Link to post Share on other sites
lennard 447 Posted October 14, 2012 Gnat;2240145']See second post ;) Yeah that did it, thanks. Share this post Link to post Share on other sites