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Old 02-25-10, 02:40 PM   #15
peabody
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Join Date: Jan 2008
Location: New York State, USA
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Quote:
Originally Posted by Nisgeis View Post
I was referring to your screenshot, which is correct, as an example of what it should look like when it's working . Yes you can have an index of zero.
Thank you, I wasn't positive on 0, the only time i ever see it is the Authorinfo node, and Conus00 added that. I know most of the things I have worked on (not SH4) the numbering started at 0 not 1.

Somebody has to pick on you.

I don't know if you ever ran into this problem but it appears to be the numbering. He send me the .dat file he was working on, I created a MOD and it CTD on the main loading screen.
So, just to tidy it up to make it easier to work with I renumbered the whole thing. Even though the 3D model WAS numbered lower than the Parent node, it was also numbered lower than the Material node and embedded image and lower than some of the numbers in the flag above it. All the child nodes were like this, due to selecting the Parent node of the previous flag and importing i believe, and that messes up the numbering of the child node.
When I renumbered to make it easier to work with, it worked. I didn't think the numbering mattered because of the index, but apparently it does. At least in this case.

Maybe you have some info on why?

Anyway I am going to show him how to import to avoid this issue. I just imported the "template" that I gave him and it works fine if I select the last node before the import, rather than selecting the Parent node above it. Which is the way I always did it anyway.

Another point I do not understand, maybe you know.
The Japan flags:
On the Material node, with the embedded image, it has a "label" (8/0) that is "Tempmat #15" for warships and "Tempmat #10" for Civilian. Why is this different than any other flag? And it is only a label, why would it affect anything? The material node is still a .tga, any idea why the Tempmat #15 label?

Peabody
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