| 04-24-2006, 03:28 PM | #1 |
can someone fix these edits iv been workin on? the Gun gnoll is red and the textures and mdl data or skin has a fualt and the Dragacle crashes when i select it after importing to be used as a model. your help will be greatly appreciated. please do not steal, kinda pointless actually since im made this thread and have proof. Another model with the same prob as the dragacle, sorry its in mdx. |
| 04-24-2006, 03:55 PM | #2 |
Hmmz, will take a look. I've found out a few causes of crashes recently, but you just never know... EDIT: BoomGunner is easy, he's got non-negative MinimumExtents all over his sequences, Warcraft doesn't seem to be able to handle that. DragacleRider seems more difficult, I can't see anything obvious. Will need to give it a thorough examination. EDIT2: They've both got non-negative MinimumExtents on the geosets too, I suspect that's the cause of all your problems. Just run through everywhere in each MDL that says MinimumExtent { blah, blah, blah } and make sure all the numbers have a negative sign. |
| 04-24-2006, 07:36 PM | #3 |
You can also easily fix it with the calculate extents button in Magos. |
| 04-25-2006, 09:34 AM | #4 |
hmmm that might be a reason why my models dont work... |
| 04-26-2006, 10:45 AM | #5 |
i did what you said, and it wont work still... by any chance can you post the fixed model or pm it to me with a link anyone? |
| 04-26-2006, 02:34 PM | #6 |
Presumably the non-negative minimum extents come from the original extent calculation; so re-calculating with Magos' will leave the same issue. I don't like Magos' extents either; they're too tight around the model, making for early culling when the unit is tilted a little or just generally not-quite off screen. Give these a try, see what happens. If they crash you, I will eat a large slice of humble pie topped with my hat. ![]() |
| 04-27-2006, 09:20 AM | #7 |
*reading* *re-reading* F**K i still dont get what you said :D |
| 04-27-2006, 10:18 AM | #8 |
MinimumExtents - the values must be negative. If they're positive, wc3 breaks. I found a few negative maximum extents, and they probably break too. |
| 04-27-2006, 10:40 AM | #9 |
ok while ive got your attention (because it seems no1 wants to answer my revious posts) what is a "Matrix Number". thx :) |
| 04-27-2006, 10:56 AM | #10 |
I really should reprimand you for going off-topic, but it's probably a point that needs to be made. I'll have to gather all the MDL knowledge I can find into a single topic, one day... Anyway, matrices assign vertex groups to bones; so the number is the ObjectID of a bone. Only a bone. There can be a number of bones in each matrix, but I'm not entirely sure about the effects of that kind of thing. |
| 04-27-2006, 12:45 PM | #11 | |
right, yeah sorry about going off topic, its just i found a proggy that some1 posted on here (one that was made for project revolution) anyway... it said that um... Quote:
and i need to fix that so i can see if the model works in warcraft. |
| 04-27-2006, 01:08 PM | #12 |
That's because a vertex group number can't be negative one. It points at a matrix, and it can't point at the -1st matrix. You probably need to assign all the vertices to a bone before exporting. |
| 04-27-2006, 01:10 PM | #13 |
Ah, no, wait. That means you haven't assigned the vertex to any group. Need to replace that with a vertex group number, and each vertex group corresponds to a matrix below. You'll need to re-examine your model in whatever you used to make it; make sure all the vertices are assigned and there are none without a bone. |
| 04-28-2006, 12:26 AM | #14 |
Ahhhh okok that should help greatly and im using milkshape so. Ill try and re-do the model and get back to you. thx guys. |
| 04-29-2006, 08:30 AM | #15 |
rdz, eat that pie, didnt work lol... still the same thing... and i have another model with the same prob as the dragacle rider. |
