| 03-10-2006, 11:05 PM | #1 |
After adding attachment points to a very simple 1-bone model I downloaded from wc3sear.ch, the model has started crashing Warcraft 3 when the map loads. (If I revert to the original, unedited model, no crash.) Any ideas why this might happen? I have attached the edited model below. I also included the skin, just in case. P.S. I've been playing with models a bit now, doing basic edits without problem. I've added attachment points before (in fact, the same ones used here) and haven't had issues. |
| 03-10-2006, 11:52 PM | #2 |
did you add attachement points via 3ds max or mdl? |
| 03-11-2006, 12:42 AM | #3 |
I used Magos' War 3 Model Editor. I also looked at the mdl in Notepad... the attachments looked pretty straightforward to my modelling-noob eyes. But maybe they're missing something? Or... something? |
| 03-11-2006, 10:05 AM | #4 |
this forum is for MODELLING and ANIMATION only! keep your model editing problems to the appropiate forum. moved. |
| 03-11-2006, 10:17 AM | #5 |
Magos' Model Editor is a fickle beast at times. Try doing it by hand and see what happens. |
| 03-11-2006, 11:06 AM | #6 |
dont forget changing pivotpoints and objectids. |
| 03-11-2006, 02:07 PM | #7 |
Darn. I tried doing it by hand but still crashes. The changes are so simple, too, I don't get it. Maybe both the Editor and I are missing something. Here are the changes: Add after NumBones 1, : Code:
NumAttachments 6, Add after Bone "default_bone01" {: Code:
ObjectId 0, Add the following attachments: Code:
Attachment "Sprite First Ref" {
ObjectId 1,
}
Attachment "Sprite Second Ref" {
ObjectId 2,
}
Attachment "Sprite Third Ref" {
ObjectId 3,
}
Attachment "Chest Ref" {
ObjectId 4,
}
Attachment "Origin Ref" {
ObjectId 5,
}
Attachment "Overhead Ref" {
ObjectId 6,
}Then change pivot points from 1 to 7, and add the following points: Code:
{ 37.6, -12.2, 13.3 },
{ -40.6, 14.3, 13.3 },
{ -2, 1, 8.2 },
{ 18.3, 1, 24.5 },
{ 0, 0, 0 },
{ 0, 0, 46.9 },Baffling. I assume by the fact that no one has a quick and ready answer, that this problem is not typical and obvious. P.S. Posting to the wrong forum was a result of me doing 20 minutes of searches where I read posts carefully, finding a similar post, and then figuring that post's forum was the correct one. I see now that if I'd come through the front door, I'd have noticed the "no .mdl editing" warning. The result of my due diligence and single mistake: negative rep. Ah, the world is a fickle place! |
| 03-11-2006, 03:49 PM | #8 |
Could you post the entire MDL? Perhaps if we can see these changes in context we can find the problem. I've done things on occasion that seemed to knock the model out of synch for no apparent reason. |
| 03-11-2006, 04:54 PM | #9 |
It's attached in the first post (mdx format). Did you want me to translate to .mdl and attach again? |
| 03-11-2006, 04:56 PM | #10 |
You do realise the following won't move: Attachment "Overhead Ref" { ObjectId 6, } |
| 03-11-2006, 05:24 PM | #11 | |
Quote:
I'm not sure what you mean. Do you mean that the attachment won't travel with the model? I know that other models I've equipped with the same attachment, in the same way, work fine--the overhead attachment functions as expected. In any case, I didn't realize there was any problem with doing attachments this way. Should I give it a parent or something? By the way, I've noticed that Blizzard's models use Attachment ID's with their refs. Could the lack of attachment ID be a problem? I will test this now. EDIT: Attachment IDs don't help. Still crashes. |
| 03-11-2006, 05:58 PM | #12 |
I meant if your model is animated, the attachments aren't 'attached' to any bone, so they'll travel with the model, but not any animation. |
| 03-11-2006, 07:12 PM | #13 |
Looking at the model now... Ugh, no sequences. I hate to say it, but this may be related to your problem (Wheesht, Nazza :p). Gotta have sequences, at least one. 0 - 3333 seems to be the convention for non-animated models (don't look at me, I don't know why). No idea what attachmentIDs are. Doesn't make any difference, as you said. Well, aside from the lack of sequences, this seems to be in order. Massive polycount, but since you had it working before, that probably doesn't matter. Try adding a single sequence, see what that does. Warcraft has a fickle engine that takes offence at the slightest things. |
| 03-11-2006, 08:10 PM | #14 |
That did the trick. So simple too. Thanks a ton, RDZ. |
| 03-12-2006, 09:29 AM | #15 |
That's what I'm here for ;) |
