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-   -   Some Problem with MissionEditor (https://www.subsim.com/radioroom/showthread.php?t=202269)

Targor Avelany 02-17-13 02:44 AM

Some Problem with MissionEditor
 
Messing around with files, attempting to clone a unit (primarily make a type 9 uboat, ai at least for now).

However, this is what I get when I get into MissionEditor to try and make a test mission:
http://img72.imageshack.us/img72/244...orerror.th.jpg

Any ideas?

Cybermat47 02-17-13 02:53 AM

It means that you won't be able to put the IX in that mission,

Trevally. 02-17-13 03:49 AM

Quote:

Originally Posted by Targor Avelany (Post 2011063)
Messing around with files, attempting to clone a unit (primarily make a type 9 uboat, ai at least for now).

However, this is what I get when I get into MissionEditor to try and make a test mission:
http://img72.imageshack.us/img72/244...orerror.th.jpg

Any ideas?

I have seen this wanrng many times:D - it can be fixed:up:

When you start up ME2 - it does a check of all units etc in you SH5 folder.
This error shows that the new unit you have added has bits missing.
To see what is missing in more detail - run TDWs SHValidator - this will also check and list the errors found.

If you want - you can send me the file and I can also have a look:up:

Targor Avelany 02-17-13 11:51 AM

Quote:

Originally Posted by Trevally. (Post 2011076)
I have seen this wanrng many times:D - it can be fixed:up:

When you start up ME2 - it does a check of all units etc in you SH5 folder.
This error shows that the new unit you have added has bits missing.
To see what is missing in more detail - run TDWs SHValidator - this will also check and list the errors found.

If you want - you can send me the file and I can also have a look:up:

ah, thank you, sir Trevally!

I also think I know why I'm getting the error - I removed the actual files in the Submarine folder that I was working on (since i'm working on AI unit, not players).

btw, how do you add specifically AI units? For example - IIA uboat? Can't seem to figure that out...

@Cybermath

Here's a picture from a кайбошед (abandoned) project:

http://img844.imageshack.us/img844/6...1112231222.jpg

Trevally. 02-17-13 01:11 PM

You should have your copy/clone uboat in the submarine folder and also a cfg within the roster folder, for the country. If one of these is missing or set as wrong unit type (not type=200 in both places) - this error is shown in ME

So your error looks like the German roster is missing for your clone

Targor Avelany 02-17-13 01:20 PM

Quote:

Originally Posted by Trevally. (Post 2011296)
You should have your copy/clone uboat in the submarine folder and also a cfg within the roster folder, for the country. If one of these is missing or set as wrong unit type (not type=200 in both places) - this error is shown in ME

So your error looks like the German roster is missing for your clone

yeah, figured that :) Found and fixed! Thank you!

gap 02-17-13 01:25 PM

Quote:

Originally Posted by Targor Avelany (Post 2011303)
yeah, figured that :) Found and fixed! Thank you!

I wish you good look with your awesome project, Targor :up:

Targor Avelany 02-17-13 06:39 PM

BAHA!!! TEST SUCCESSFUL!!! MWAHAHAHAHA!!!

Still lots to do: textures are all messed up and mesh replacement was literally just so it was obvious that the gr2 is getting pulled from correct location. But, alas - it works as intended!

http://img203.imageshack.us/img203/6...7152130.th.jpg
http://img248.imageshack.us/img248/9...7152045.th.jpg
http://img820.imageshack.us/img820/1...7152057.th.jpg

gap 02-17-13 06:42 PM

:o

can't believe my own eyes!!!

Cybermat47 02-17-13 07:05 PM

I can't see the pictures!

Must... get... home!

Cybermat47 02-18-13 03:58 AM

Gentlemen, I think we have....

BREAKTHROUGH!

Trevally. 02-18-13 07:59 AM

Good job Targor:woot:

volodya61 02-18-13 08:53 AM

Wonderful :yeah:

:Kaleun_Cheers:

Targor Avelany 02-18-13 01:21 PM

well, now I gotta re-do all the meshes and bones. Ugh. And see if I can come up with something for animation.

Two questions:
1) any technics on moving bones that is not as painfull as doing it based on visual? The valuses that you change for location, what are they based on?
2) any way to MAKE the unit attack in a test mission? because as it is right now it just sails away on its waypoints, even if it sees the target.

I'll post better/more screenshots later.

gap 02-18-13 01:36 PM

Quote:

Originally Posted by Targor Avelany (Post 2011869)
well, now I gotta re-do all the meshes and bones. Ugh. And see if I can come up with something for animation.

Two questions:
1) any technics on moving bones that is not as painfull as doing it based on visual? The valuses that you change for location, what are they based on?
2) any way to MAKE the unit attack in a test mission? because as it is right now it just sails away on its waypoints, even if it sees the target.

I'll post better/more screenshots later.

Regarding your first question, from my experience I can answer that bone positions are relative to their parent bone. Bones whose parent index is set to -1 should be world aligned.

As for unit, I think it is the same used in SHIII/IV: 1 unit = 10 m, but I can be wrong on this.


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