| 05-27-2006, 02:43 PM | #1 |
After reading one or two threads with a similiar problem, I still have no clue how to fix that. I made a wall model with gmax. Exporting is no problem. And converting from mdl to mdx also not. But since I started making models, I always have the same problem... When I make a big model (with great width and height) they always disappear in game when they are almost out of the current screen (the point where you should see only a part of the model). I realized the exact time when this happens, when they disappear, hope that you can help me out better then with this information: After the center, the origin, of the model disappears from the screen, then, that's the moment where the model as a whole disappears!!! So, if you need any further information about the problem, then just ask please! Here is also the model I ment I can't get fixed! (It uses no custom textures) (I had to rename it to a txt file for upload, so just rename it back to mdl...) Attached file: MastersWallGate.txt Thanks for any help! |
| 05-27-2006, 02:46 PM | #2 |
Make sure you have proper Extents... I think Magos' editor allows calculation of them. |
| 05-27-2006, 02:53 PM | #3 |
Hi Most Helpful User! What do you mean by proper Extents? 1) BoundsRadius? 2) MinimumExtent & MaximumExtent? 3) Something else? |
| 05-27-2006, 03:01 PM | #4 |
lol I must change my custom rank because ppl treat it too seriously ;p I meant 1) and 2) |
| 05-27-2006, 03:28 PM | #5 |
No, it must be something else! I searched for "Magos' editor", found it and downloaded "War3 Model Editor v1.05 (Made by Magnus Ostberg)" Then I started the program, went to "Edit" -> "Calculate Extents" and it changed something. I saved as mdl and compared the original (the attached one) with the converted one from Magnus editor and yes, there were changes in the BoundsRadius & MinimumExtent & MaximumExtent. I went back to WE and imported the new mdx. I placed both, the old mdx and the new mdx next to each other, saved and started the game. The same problem again! Both models disappear, when their origins (their 0,0,0,-points) are not on the screen anymore! So, thanks for that hint with this editor, but what else can I do? |
| 05-27-2006, 03:49 PM | #6 |
BoundsRadius and Min/Max Extents are what you're looking for. Calculating them in Magos' does usually do the job; however, it cuts it very fine on the edges so I usually take what Magos' gives and round it up to the next 50. |
| 05-27-2006, 03:52 PM | #7 |
I knew it! :D btw why you use so big models, when you can scale them in-game? |
| 05-27-2006, 03:54 PM | #8 |
Ok, I will try that with increasing till 50 to Min & Max Extends (also in the geosets?) and to BoundsRadius now, but can you perhaps download the attached file and try to fix it? I mean I can go on trying with what you say, but at all I have not so much experience as some other users here... EDIT: @Jacek Does it matter anything if I use models 1 : 1 or 0,1 : 1? Ok, perhaps the file size, but no solution for my problem or? EDIT2: Setting to next 50, hasn't done any change (not better or worse) It looks like this after Calculation and going to 50: MinimumExtent { -200, -600, 0 }, MaximumExtent { 100, 600, 400 }, BoundsRadius 650, EDIT3: I found out, that the models don't disappear, when I look at a part of them in the WE... any idea? EDIT4: Please help me... |
| 05-29-2006, 03:02 PM | #9 |
48 hours since my reply are over now, so I beg again: Please help me, or at least fix this problem in the file I have attached in post1 if you know how to. |
| 05-29-2006, 03:35 PM | #10 |
Units and destructibles have their bounding box capped at slightly smaller than your gate. Make it a regular doodad and the one you attached works fine. If you really need to to be a unit/destructible, you can divide the sides into different models. |
| 05-29-2006, 05:35 PM | #11 |
NO SEQUENCES. NO SEQUENCES. NO SEQUENCES. NO SEQUENCES. I cannot stress this enough! NO SEQUENCES. Add a sequence. And set the extents and boundsradius there. |
| 05-29-2006, 05:42 PM | #12 |
That doesn't seem to fix it. Did you actually try that out? |
| 05-29-2006, 05:52 PM | #13 |
It doesn't matter if it actually fixes the problem or not, the lack of a sequences section is a flawed state and causes many more problems than saving time in creating it. |
| 05-29-2006, 07:58 PM | #14 | |
Many thanks Guesst and Rao Dao Zao! @ Guesst Yes, I need the model as a destructible, because of pathing, but I will try that with dividing it (then I have to import it 2 times, but if this is the only way it works, then I will have to do this) @ Rao Dao Zao I will try it with adding a sequence, but before doing this I must ask: Can I just add the stand sequence to the mdl-file with lets say: Interval { 0, 3333 }, or do I have to make one with gmax? Have to go to bed now, but tomorrow I will work at it immediately after comming home from work! Quote:
Edit: I have a general question about custom models! -> Do you have to make at least a stand animation for every custom model you use, no matter if you use it as a unit, doodad or destructible? Till now, I thought that if you use a custom model as a doodad or destructible, you don't need any animations... Or wait, perhaps I understood this wrong. So it right that you don't have to use any animations, but still a stand sequense? Could that be? |
| 05-30-2006, 02:32 PM | #15 |
You need to define a full sequences section. Sorry, I had to rant because Nasruding keeps telling everyone you don't need sequences when you so obviously do! ![]() Sequences 1 { Anim "Stand" { Interval { 0, 3333 }, MinimumExtent { -200, -200, -200 }, MaximumExtent { 200, 200, 200 }, BoundsRadius 100, } } Something like that in the header, always is necessary, even if the model has no actual keyframes or anything. The interval is really immaterial; 0 to 3333 seems to be a favourite of blizzard in their existing doodads. To recap: every model must contain at least one sequence, and you must define the extents and boundsradius therein. |
