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Actual model is not showing up.

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Actual model is not showing up.

Hmm, when I go into the editor my model is there with the name I specified and I can add it, however when I start the game it is know where to be found. “Formation is @ Noneâ€

My model is just a basic cube with only one 32bit TGA texture converted with Texview to a (.paa) file and I did include the extension.

This cude was made in 3DsMax5.1

Funny thing is the model shows up fine in Boldozer viewer. Any ideas what could be causing this?

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Ok, I'll paste it below, keep in mind that my model name is Box01

Also, the text I paste will look different in in the text file becouse of the HTML or what ever it is the web site is using.

====

class CfgPatches

{

class Crate

{

units[] = {Crate};

weapons[] = {};

requiredVersion = 1.0;

};

};

class CfgVehicles

{

class All {};

class Static: All {};

class Building: Static {};

class NonStrategic: Building {};

class TargetTraining: NonStrategic {};

class TargetGrenade: TargetTraining {};

class Crate: TargetGrenade

{

model="\Box01\Box01";

armor=20000;

scope=2;

displayName="My Box";

}

}

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try this its the same.And might not work do to your model not being made right.

Quote[/b] ]

class CfgPatches

{

class Crate1

{

units[] = {Crate1};

weapons[] = {};

requiredVersion = 1.10;

};

};

class CfgVehicles

{

class All {};

class Static: All {};

class Building: Static {};

class NonStrategic: Building {};

class TargetTraining: NonStrategic {};

class TargetGrenade: TargetTraining {};

class Crate1: TargetGrenade

{

model="\Box01\Box01";

armor=100;

displayName="Cr1ate";

}

}

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I just tried that, Thanks

I think I found the problem though; I did not collapse the mesh to convert to an editable mesh before exporting. I always thought Max did that automatically when you export meshes but I guess not.

Anyway, I’ve got the box showing up now but the textures are not. sad_o.gif

I know there is a post on this already so I’ll check it out.

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What is this .bat file all about anyway? The program seems to work fine without it, or was this tutorial made when an older version of o2 was around?

Seems like more shit to confuse someone.I know I dont run my set-up like that.And about the textures,is the folder in your Bulder viewer folder,EX: data data3d etc.

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I have threw together a working box.maybe you can see how some things are needed and what isnt.just unpbo the .pbo file and move the "Box01" Folder to the folder where "Buldozer.exe" is and check it out.

Box01.PBO

oh,Always try and remember that when doing Objects make sure that you want it to be above the "Vertical" line in O2.That might have been where your problem was.

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Thanks for posting that file NZXSHADOWS!

As far as the model I can’t tell what the difference is from yours to mine, I mean.  And the .cfg file was the same

The only thing I noticed different was, for your texture name, you used an under score to divide the name where mine on the other hand Just says Coffee B.paa rather then Coffee_B.paa

Doses that matter?

The other thing is, your using a 256x256 texture while I’m  using a 128x128 but even so mine are still in powers of 2

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The only thing I noticed different was, for your texture name, you used an under score to divide the name where mine on the other hand Just says Coffee B.paa rather then Coffee_B.paa

Doses that matter?

No,it doesnt matterYou can name your textures what ever you want.

Quote[/b] ]The other thing is, your using a 256x256 texture while I’m using a 128x128 but even so mine are still in powers of 2

Its ok to use what ever size you want.What ever you think that looks the best.But I would only use .paa for alphas and .pac for everthing else.

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