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#21 Lurtzy

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Posted 08 June 2008 - 10:02 PM

I have a problem with binding too, if I import a w3d and auto link it to it's own animation, it looks strange.

Trying to hold on...


#22 ArronSwan

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Posted 08 June 2008 - 10:07 PM

Well, how do i fix the shield?


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#23 Pixel

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Posted 08 June 2008 - 10:16 PM

You cant just use "Auto Link", Auto Link is fine as a kind of foundation for your binding. You will have to use "Link to bone" and such aswell.. To get it near perfect.

#24 ArronSwan

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Posted 08 June 2008 - 11:19 PM

It's good now to find out how to add it to the asset builder.... And how do I do that?


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#25 Pixel

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Posted 08 June 2008 - 11:24 PM

I wrote a tutorial on how to create your asset.dat a little while back. You can find it, Here.

#26 ArronSwan

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Posted 09 June 2008 - 12:45 AM

I coded the unit and added it into the game but it looks like..:

Posted Image

What do I do..... :p?


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#27 Pixel

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Posted 09 June 2008 - 01:00 AM

Are you reffering to the model being invisible? or.. It showing up as the gondor soldier?

#28 ArronSwan

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Posted 09 June 2008 - 01:10 AM

Are you reffering to the model being invisible? or.. It showing up as the gondor soldier?


As a Gondor Soldier, the ones without House Color in the Picture.


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#29 Pixel

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Posted 09 June 2008 - 01:49 AM

Can you show your coding?.. Have you correctly referenced everything in the unit and horde code?

#30 ArronSwan

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Posted 09 June 2008 - 02:58 AM

Can you show your coding?.. Have you correctly referenced everything in the unit and horde code?



Here's the Code:

Object NorsgardFighter  SelectPortrait = UPGondor_Soldier  Draw = W3DHordeModelDraw ModuleTag_01  OkToChangeModelColor = No   StaticModelLODMode = Yes  LodOptions = LOW    AllowMultipleModels = No    MaxRandomTextures = 2    MaxRandomAnimations = 1    MaxAnimFrameDelta = 8  End  LodOptions = MEDIUM    AllowMultipleModels = No    MaxRandomTextures = 4    MaxRandomAnimations = 4    MaxAnimFrameDelta = 4  End  LodOptions = HIGH    AllowMultipleModels = Yes    MaxRandomTextures = 8    MaxRandomAnimations = 4    MaxAnimFrameDelta = 4  End  WadingParticleSys = WaterRipplesTrail  DefaultModelConditionState    Model = GUMAArms_SKN    Skeleton = GUMAArms_SKL  End  ModelConditionState WEAPONSET_PLAYER_UPGRADE    Model = NUTHANESWORD_SKN    Skeleton = GUMAArms_SKL  End  ModelConditionState = USER_4    Model = GUNumnrean_SKN      Skeleton = GUMAArms_SKL  End  AnimationState = PASSENGER    Animation = Grabbed      AnimationName = GUMAArms_FLLA      AnimationMode = LOOP    End  End  AnimationState = THROWN_PROJECTILE    Animation = FlyA      AnimationName = GUMAArms_FLYA      AnimationMode = LOOP    End    Animation = FlyB      AnimationName = GUMAArms_FLYB      AnimationMode = LOOP    End    Animation = FlyC      AnimationName = GUMAArms_FLYC      AnimationMode = LOOP    End    Animation = FlyD      AnimationName = GUMAArms_FLYD      AnimationMode = LOOP    End    Flags = RANDOMSTART  End  AnimationState = FREEFALL    Animation = Falling      AnimationName = GUMAArms_FLYD      AnimationMode = LOOP      AnimationBlendTime = 10    End    Animation = Falling      AnimationName = GUMAArms_FLYC      AnimationMode = LOOP      AnimationBlendTime = 10      AnimationSpeedFactorRange = 0.5  0.5    End  End      AnimationState = STUNNED_FLAILING     Animation = FlyA      AnimationName = GUMAArms_FLYA      AnimationMode = LOOP    End    Animation = FlyB      AnimationName = GUMAArms_FLYB      AnimationMode = LOOP    End    Animation = FlyC      AnimationName = GUMAArms_FLYC      AnimationMode = LOOP    End    Animation = FlyD      AnimationName = GUMAArms_FLYD      AnimationMode = LOOP    End    Flags = RANDOMSTART  End  AnimationState = DYING SPLATTED    Animation = Splatted_On_Ground      AnimationName = GUMAArms_LNDA      AnimationMode = ONCE    End    EnteringStateFX = FX_OrcHitGround  End  AnimationState = DYING AFLAME    Animation = MFDA      AnimationName = GUMAArms_MFDA      AnimationMode = LOOP    End  End  AnimationState = DYING    Animation = DIEA      AnimationName = GUMAArms_DIEA      AnimationMode = ONCE    End    Animation = DIEB      AnimationName = GUMAArms_DIEB      AnimationMode = ONCE    End  End  AnimationState = STUNNED_STANDING_UP    Animation = GTPA      AnimationName = GUMAArms_GTPA      AnimationMode = ONCE      AnimationSpeedFactorRange = 1.5 1.5    End    Animation = GTPD      AnimationName = GUMAArms_GTPD      AnimationMode = ONCE      AnimationSpeedFactorRange = 1.5 1.5    End  End  AnimationState = STUNNED    Animation = Slatted_On_Ground      AnimationName = GUMAArms_LNDA      AnimationMode = ONCE    End    EnteringStateFX = FX_OrcHitGround  End  AnimationState = MOVING FIRING_OR_PREATTACK_A  ShareAnimation = Yes    Animation = RunAndFire      AnimationName = GUManMocap_ATRA      AnimationMode = LOOP    End    Flags = RANDOMSTART    End  AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY    Animation = TerrorFromTheSky      AnimationName = GUManMocap_RUND      AnimationMode = LOOP    End    Animation = TerrorFromTheSky      AnimationName = GUManMocap_RUNE      AnimationMode = LOOP    End    Flags = RANDOMSTART  End  AnimationState = MOVING EMOTION_TERROR    Animation = TerrorFromTheSky      AnimationName = GUManMocap_RUND      AnimationMode = ONCE    End    Animation = TerrorFromTheSky      AnimationName = GUManMocap_RUNE      AnimationMode = ONCE    End    Flags = RESTART_ANIM_WHEN_COMPLETE  End  AnimationState = MOVING BACKING_UP    Animation = BAKA      AnimationName = GUMAArms_BAKA      AnimationMode = LOOP    End    Flags = RANDOMSTART  End  AnimationState = MOVING PANICKING    Animation = MFDA      AnimationName = GUMAArms_MFDA      AnimationMode = LOOP    End    Flags = RANDOMSTART  End  AnimationState = MOVING ATTACKING  ShareAnimation = Yes    Animation = RUNA      AnimationName = GUMAArms_RUNA      AnimationMode = LOOP      Distance = 25    End    Flags = RANDOMSTART  End  AnimationState = MOVING USING_COMBO_LOCOMOTOR  ShareAnimation = Yes    Animation = WLKA      AnimationName = GUMAArms_WLKA      AnimationMode = LOOP      Distance = 40    End    Flags = RANDOMSTART  End  AnimationState = MOVING  ShareAnimation = Yes    Animation = RUNA      AnimationName = GUMAArms_RUNA      AnimationMode = LOOP      Distance = 30    End    Animation = RUNB      AnimationName = GUMAArms_RUNB      AnimationMode = LOOP      Distance = 30    End    Flags = RANDOMSTART  End  AnimationState = EMOTION_UNCONTROLLABLY_AFRAID    Animation = FERA      AnimationName = GUMAArms_FERA      AnimationMode = LOOP    End     Animation = FERC      AnimationName = GUMAArms_FERC      AnimationMode = LOOP    End    Animation = FERC      AnimationName = GUMAArms_FERC      AnimationMode = LOOP    End  End  AnimationState = FIRING_OR_PREATTACK_A    Animation = ATA1      AnimationName = GUMAArms_ATKA      AnimationMode = ONCE      UseWeaponTiming = Yes    End    Animation = ATA2      AnimationName = GUMAArms_ATKB      AnimationMode = ONCE      UseWeaponTiming = Yes    End    Animation = ATA3      AnimationName = GUMAArms_ATKC      AnimationMode = ONCE      UseWeaponTiming = Yes    End  End      AnimationState = ATTACKING    Animation = ALERT_1      AnimationName = GUMAArms_IDLA      AnimationMode = LOOP    End  End  AnimationState = HIT_REACTION    Animation = HITA      AnimationName = GUMAArms_HITA      AnimationMode = ONCE    End  End  AnimationState = EMOTION_ALERT EMOTION_AFRAID    Animation = APPA      AnimationName = GUMAArms_RCTC      AnimationMode = ONCE    End    Animation = APPB      AnimationName = GUMAArms_RCTD      AnimationMode = ONCE    End    Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE  End  AnimationState = EMOTION_AFRAID    Animation = FERA      AnimationName = GUMAArms_FERA      AnimationMode = LOOP    End     Animation = FERC      AnimationName = GUMAArms_FERC      AnimationMode = LOOP    End    Animation = FERD      AnimationName = GUMAArms_FERD      AnimationMode = LOOP    End  End  AnimationState = EMOTION_POINTING    Animation = Pointing1      AnimationName = GUMAArms_RCTC      AnimationMode = ONCE    End    Animation = Pointing2      AnimationName = GUMAArms_RCTD      AnimationMode = ONCE    End  End  AnimationState = EMOTION_TAUNTING    Animation = Taunting1      AnimationName = GUManMocap_TNTA      AnimationMode = ONCE    End    Animation = Taunting2      AnimationName = GUManMocap_TNTB      AnimationMode = ONCE    End    Animation = Taunting3      AnimationName = GUManMocap_TNTC      AnimationMode = ONCE    End    Animation = Taunting4      AnimationName = GUManMocap_IDLC      AnimationMode = ONCE    End    Animation = Taunting5      AnimationName = GUManMocap_IDLA      AnimationMode = ONCE    End    Animation = Taunting6      AnimationName = GUManMocap_IDLH      AnimationMode = ONCE    End    Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE  End  AnimationState = EMOTION_CELEBRATING    Animation = CHRA      AnimationName = GUMAArms_CHRA      AnimationMode = ONCE    End    Animation = CHRB      AnimationName = GUMAArms_CHRB      AnimationMode = ONCE    End    Animation = CHRC      AnimationName = GUMAArms_CHRC      AnimationMode = ONCE    End    Flags = RESTART_ANIM_WHEN_COMPLETE  End  AnimationState = EMOTION_ALERT    Animation = ALERT_1      AnimationName = GUMAArms_IDLA      AnimationMode = LOOP      AnimationPriority = 10    End    Flags = RESTART_ANIM_WHEN_COMPLETE  End  AnimationState = SELECTED  StateName = STATE_Selected    Animation = ATNB      AnimationName = GUManMocap_ATNB      AnimationMode = LOOP    End          BeginScript      Prev = CurDrawablePrevAnimationState()      if Prev == "STATE_Idle"       then       CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")     End      if CurDrawableModelcondition("ATTACKING")      then      return "IDLA"      else      return "ATNA"    End    EndScript  End  AnimationState = WEAPONSET_PLAYER_UPGRADE  StateName = STATE_Idle    Animation = IDLI      AnimationName = GUManMocap_IDLH      AnimationMode = ONCE      AnimationSpeedFactorRange = 0.9 1.1    End    Animation = IDLD      AnimationName = GUManMocap_IDLD      AnimationMode = ONCE      AnimationSpeedFactorRange = 0.9 1.1    End    Animation = IDLH      AnimationName = GUManMocap_IDLH      AnimationMode = ONCE      AnimationSpeedFactorRange = 0.9 1.1    End    Animation = CHRB      AnimationName = GUManMocap_CHRB      AnimationMode = ONCE      AnimationSpeedFactorRange = 0.9 1.1    End    Animation = CHRC      AnimationName = GUManMocap_CHRC      AnimationMode = ONCE      AnimationSpeedFactorRange = 0.9 1.1    End    Flags = RESTART_ANIM_WHEN_COMPLETE          BeginScript      Prev = CurDrawablePrevAnimationState()      if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end    EndScript  End      AnimationState = USER_3  StateName = STATE_User_3    Animation = GUARD_STANCE      AnimationName = GUManMocap_IDLA      AnimationMode = LOOP    End  End  IdleAnimationState  StateName = STATE_Idle    Animation = IDLB      AnimationName = GUMAArms_IDLB      AnimationMode = ONCE      AnimationPriority = 20      AnimationSpeedFactorRange = 0.9 1.1      AnimationBlendTime = 15    End    Animation = IDLF      AnimationName = GUMAArms_IDLC      AnimationMode = ONCE      AnimationPriority = 1      AnimationSpeedFactorRange = 0.9 1.1      AnimationBlendTime = 15    End    Animation = IDLG      AnimationName = GUMAArms_IDLD      AnimationMode = ONCE      AnimationPriority = 1      AnimationSpeedFactorRange = 0.9 1.1      AnimationBlendTime = 15    End    Animation = IDLJ      AnimationName = GUMAArms_IDLE      AnimationMode = ONCE      AnimationPriority = 1      AnimationSpeedFactorRange = 0.9 1.1      AnimationBlendTime = 15    End    Animation = IDLK      AnimationName = GUMAArms_IDLI      AnimationMode = ONCE      AnimationPriority = 1      AnimationSpeedFactorRange = 0.9 1.1      AnimationBlendTime = 15    End    BeginScript      Prev = CurDrawablePrevAnimationState()      if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle") end    EndScript  End  TransitionState = TRANS_TO_USER_1    Animation      AnimationName = GUManMocap_RCTA      AnimationMode = ONCE    End  End  TransitionState = TRANS_IdleToSelected    Animation = ATNA      AnimationName = GUMAArms_ATNA      AnimationMode = ONCE      AnimationSpeedFactorRange = 0.9 1.0    End  End  TransitionState = TRANS_SelectedToIdle    Animation = ATND      AnimationName = GUMAArms_ATNC      AnimationMode = ONCE      AnimationSpeedFactorRange = 0.9 1.0    End  End  End  Side = Gondor  EditorSorting = UNIT  ThreatLevel = 1.0  ThingClass = HORDE_UNIT  CommandPoints = 1  BountyValue = 5  EmotionRange = 240  TransportSlotCount = 1  WeaponSet    Conditions = None     Weapon = PRIMARY GondorSword    AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI  End  WeaponSet    Conditions = PLAYER_UPGRADE    Weapon = PRIMARY GondorSwordUpgraded    AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI  End  ArmorSet    Conditions = None    Armor = SoldierArmor    DamageFX = NormalDamageFX  End  ArmorSet    Conditions = PLAYER_UPGRADE    Armor = SoldierHeavyArmor    DamageFX = NormalDamageFX  End  VisionRange = 150  ShroudClearingRange = 400  DisplayName = OBJECT:NorsgardSWordsmen  CrushableLevel = 0  CrushRevengeWeapon = BasicInfantryCrushRevenge  CommandSet = GondorFighterCommandSet  VoiceAmbushed = GondorSoldierVoiceAmbushed    VoiceAttack = GondorSoldierVoiceAttack  VoiceAttackCharge = GondorSoldierVoiceAttackCharge  VoiceAttackMachine = GondorSoldierVoiceAttack  VoiceAttackStructure = GondorSoldierVoiceAttackBuilding  VoiceEnterStateAttack = GondorSoldierVoiceEnterStateAttack  VoiceEnterStateAttackCharge = GondorSoldierVoiceEnterStateAttackCharge  VoiceEnterStateAttackMachine = GondorSoldierVoiceEnterStateAttackBuilding  VoiceEnterStateAttackStructure = GondorSoldierVoiceEnterStateAttackBuilding  VoiceCreated = GondorSoldierVoiceSalute  VoiceFullyCreated = GondorSoldierVoiceSalute  VoiceGuard = GondorSoldierVoiceMove  VoiceMove = GondorSoldierVoiceMove  VoiceMoveToCamp = GondorSoldierVoiceMoveCamp  VoiceMoveWhileAttacking = GondorSoldierVoiceDisengage  VoicePriority = 49  VoiceRetreatToCastle = GondorSoldierVoiceRetreat  VoiceSelect = GondorSoldierVoiceSelect  VoiceSelect2 = GondorSwordmanVoiceSelect2  VoiceSelectBattle = GondorSoldierVoiceSelectBattle  VoiceEnterStateMove = GondorSoldierVoiceEnterStateMove  VoiceEnterStateMoveToCamp = GondorSoldierVoiceEnterStateMoveCamp  VoiceEnterStateMoveWhileAttacking = GondorSoldierVoiceEnterStateDisengage  VoiceEnterStateRetreatToCastle = GondorSoldierVoiceEnterStateRetreat  SoundImpact = ImpactHorse  UnitSpecificSounds    VoiceGarrison = GondorSoldierVoiceGarrison    VoiceAttackUnitWebbedHumanoidWithGondorFighterInside = GondorSoldierVoiceAttackWebbedSoldier    VoiceAttackUnitWebbedHumanoidWithGondorArcherInside = GondorSoldierVoiceAttackWebbedSoldier  End  EvaEventDamagedOwner = UnitUnderAttack  Behavior = LargeGroupAudioUpdate ModuleTag_LGAU    Key = Human Unit Infantry Gondor_Soldier  End  ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior    MaxUpdateRangeCap = 800    AnimationSound = Sound:TauntHumanHitShield Animation:GUMAArms_SKL.GUManMocap_IDLC Frames:17 27    AnimationSound = Sound:TauntHumanHitShield Animation:GUMAArms_SKL.GUManMocap_TNTC Frames:74 82 94 125 139    AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUMaArms_DIEA Frames:47    AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUMaArms_DIEB Frames:81    AnimationSound = Sound:BodyFallGeneric1 Animation:GUMAArms_SKL.GUMaArms_LNDA Frames:0  End  RadarPriority = UNIT  KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK GRAB_AND_DROP  Body = ActiveBody ModuleTag_02    CheerRadius = 350    MaxHealth = 100    MaxHealthDamaged = 100  End  Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag    TriggeredBy = Upgrade_GondorForgedBlades Upgrade_TechnologyGondorForgedBlades    RequiresAllTriggers = Yes  End  Behavior = ArmorUpgrade ArmorUpgradeModuleTag    TriggeredBy = Upgrade_GondorHeavyArmor    ArmorSetFlag = PLAYER_UPGRADE  End  Behavior = SubObjectsUpgrade Armor_Upgrade    TriggeredBy = Upgrade_GondorHeavyArmor    UpgradeTexture = GUManAtArms.tga 0 GUManAtArms_HA.tga    RecolorHouse = Yes    ExcludeSubobjects = Forged_Blade  End  Behavior = SubObjectsUpgrade ForgedBlade_Upgrade    TriggeredBy = Upgrade_GondorForgedBlades    ShowSubObjects = Forged_Blade  End  Behavior = AIUpdateInterface ModuleTag_03    AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS    MoodAttackCheckRate = 500    AILuaEventsList = GondorFighterFunctions    MinCowerTime = 3000    MaxCowerTime = 5000    AttackPriority = AttackPriority_Infantry  End  LocomotorSet    Locomotor = HumanLocomotor    Condition = SET_NORMAL     Speed = 47  End  LocomotorSet    Locomotor = HumanSlowHordeLocomotor    Condition = SET_COMBO    Speed = 47  End  Behavior = PhysicsBehavior ModuleTag_04    GravityMult = 1.0    ShockStunnedTimeLow = 1400    ShockStunnedTimeHigh = 2400    ShockStandingTime = 666  End   Behavior = AttributeModifierUpgrade ModuleTag_AMU    TriggeredBy = Upgrade_GondorFighterFearless    AttributeModifier = FearlessForever  End  Behavior = SquishCollide ModuleTag_06  End  Behavior = HordeMemberCollide ModuleTag_HMC  End  Behavior = HitReactionBehavior HitReactionBehaviorModuleTag    HitReactionLifeTimer1 = 2500    HitReactionLifeTimer2 = 2500    HitReactionLifeTimer3 = 2500    HitReactionThreshold1 = 5.0    HitReactionThreshold2 = 25.0    HitReactionThreshold3 = 50.0    FastHitsResetReaction = Yes  End  Behavior = SlowDeathBehavior ModuleTag_05    DeathTypes = ALL -KNOCKBACK    SinkDelay = 999999999    SinkRate = 0.60    DestructionDelay = 9999999999999    Sound = INITIAL GondorSoldierVoiceDie  End  Behavior = SlowDeathBehavior ModuleTag_07    DeathTypes = NONE +KNOCKBACK    SinkDelay = 9999999999    SinkRate = 0.60    DestructionDelay = 9999999999999  End  Behavior = BezierProjectileBehavior ModuleTag_08    FirstHeight = 24    SecondHeight = 24    FirstPercentIndent = 30%    SecondPercentIndent = 70%    TumbleRandomly = Yes    CrushStyle = Yes    DieOnImpact = Yes    BounceCount = 1    BounceDistance = 40    BounceFirstHeight = 24    BounceSecondHeight = 24    BounceFirstPercentIndent = 20%    BounceSecondPercentIndent = 80%    GroundHitFX = FX_ThrownRockGroundHit    GroundBounceFX = FX_ThrownRockBounceHit  End  Geometry = CYLINDER  GeometryMajorRadius = 8.0  GeometryMinorRadius = 8.0  GeometryHeight = 19.2  GeometryIsSmall = No  Shadow = SHADOW_DECAL  ShadowSizeX = 19  ShadowSizeY = 19  ShadowTexture = ShadowIEnd


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#31 Pixel

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Posted 09 June 2008 - 07:06 AM

DefaultModelConditionState
Model = GUMAArms_SKN


Its still assigned to the gondor soldier model.

#32 Lurtzy

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Posted 09 June 2008 - 11:04 AM

Thanks flameguard (once again) my model is up and running!

Trying to hold on...


#33 Pixel

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Posted 09 June 2008 - 08:01 PM

No problem, Good to hear :mellow:

#34 ArronSwan

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Posted 10 June 2008 - 01:53 AM

Well, now their invisible. What do I do?


"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)


#35 Pixel

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Posted 10 June 2008 - 01:58 AM

Probably an error in your asset.dat, You can try creating it again.

#36 ArronSwan

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Posted 10 June 2008 - 02:04 AM

Probably an error in your asset.dat, You can try creating it again.


I did..., no good. :mellow: What now.


"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)


#37 Pixel

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Posted 10 June 2008 - 02:14 AM

Is everything correct in your big file? Directory names, etc? If you would like to upload, Ill take a look.

#38 ArronSwan

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Posted 10 June 2008 - 02:25 AM

Is everything correct in your big file? Directory names, etc? If you would like to upload, Ill take a look.


Here :

http://files.filefro...;/fileinfo.html


"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)


#39 Pixel

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Posted 10 June 2008 - 03:00 AM

I think the problem is wirh your model. I took your model "nuthanesword_skn" and i opened it in renx. I re-exported it as "nuthane_skn" and created a new asset.dat.. And its working.

So, I suggest you open it back up in renx and try exporting it again with a different name.

#40 ArronSwan

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Posted 10 June 2008 - 03:28 AM

I think the problem is wirh your model. I took your model "nuthanesword_skn" and i opened it in renx. I re-exported it as "nuthane_skn" and created a new asset.dat.. And its working.

So, I suggest you open it back up in renx and try exporting it again with a different name.


He's still invisible.... what do I do...now :unsure:, Did I forget something in the coding?

Edited by ArronSwan, 10 June 2008 - 03:29 AM.


"I'm THE WAY, THE TRUTH and THE LIFE..."
Yeshua HaMashach (Jesus Christ)





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