Mesh problems with new units

Mesh problems with new units

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tyran_nick
Posts: 47
Joined: 07 Mar 2010, 12:42

Mesh problems with new units

Post by tyran_nick »

Hi, I m an old TA fan and I recently found out about Spring. Great stuff! I decided to try my luck at creating a few new units. I ve managed to overcome most modelling/texturing/animation/scripting problems by reading older posts here, but I wasn't able to resolve an annoying issue with the building phase of the units. When I "order" a unit to a factory, it starts producing normally, but there is no unit mesh..! Once the units are constructed they function fine.

The following pics may help
The unit nearly finished with no mesh...
Image

The finished units, with no apparent issues
Image

Any suggestions?

EDIT: Forgot to mention, the units are in s3o!
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Mesh problems with new units

Post by SanadaUjiosan »

You know I've actually encountered this same thing with my own units. I haven't pinpointed an exact fix, but I've found recalculating the vertex normals, 3DO style has fixed it. I'm not sure if it was something else that fixed it, but that's what I noticed.

I'm sure someone else could give you a good answer, but that's my suggestion.
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tyran_nick
Posts: 47
Joined: 07 Mar 2010, 12:42

Re: Mesh problems with new units

Post by tyran_nick »

Just tried it, but there was no improvement. However I observed a few more "symptoms". Although the units do not appear, if I place my mouse over them the team color mesh outline appears as normal. However, the units are not rotating as they should. They also cast shadow during the building phase.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Mesh problems with new units

Post by Argh »

Set:

shownanoframe=1;
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tyran_nick
Posts: 47
Joined: 07 Mar 2010, 12:42

Re: Mesh problems with new units

Post by tyran_nick »

That didn't do it either...
I have created before 3do units and everything worked fine, but maybe I m doing something wrong now. With the s3o units the only thing i did differently was to add to the objectname in the fbi the .s3o extension and include the textures in the unittextures folder of my mod. Is there something I have missed?
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Mesh problems with new units

Post by Argh »

Did you set up the collision sphere / height in the Model tab?
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tyran_nick
Posts: 47
Joined: 07 Mar 2010, 12:42

Re: Mesh problems with new units

Post by tyran_nick »

Yes, I used the automatic upspring estimation

edit: I just realised that the height was missing... No automaric estimation for that one. Once I added that, my problem was solved! Thanks a lot!

edit2: I realised that the units don't rotate when under construction. I can live with that, but I would be interested to find out why!
Last edited by tyran_nick on 10 Mar 2010, 01:56, edited 1 time in total.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Mesh problems with new units

Post by bobthedinosaur »

interrogative: how did you get those nice engine exhaust sfx, is that lups?
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tyran_nick
Posts: 47
Joined: 07 Mar 2010, 12:42

Re: Mesh problems with new units

Post by tyran_nick »

Yes, I used it following the implementation "examples" in BA.
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Mesh problems with new units

Post by SanadaUjiosan »

tyran_nick wrote:edit2: I realised that the units don't rotate when under construction. I can live with that, but I would be interested to find out why!
This is purely speculation, as I haven't wanted my units being built to rotate, but isn't this achieved by putting a spin on the pad in the animation script?
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tyran_nick
Posts: 47
Joined: 07 Mar 2010, 12:42

Re: Mesh problems with new units

Post by tyran_nick »

You mean in the factory's or the unit's script? The factory pad is rotating and any other units (not mine) rotate normally under construction.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Mesh problems with new units

Post by MidKnight »

tyran_nick wrote:Yes, I used it following the implementation "examples" in BA.
Just for reference, CA's LUPS is newer, and would be a better version to use if you're making content separate from BA.

Additionally, I maintain a semi-standalone LUPS package, if you want it, feel free to ask. :mrgreen:
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tyran_nick
Posts: 47
Joined: 07 Mar 2010, 12:42

Re: Mesh problems with new units

Post by tyran_nick »

Thanks for the heads-up. Although right now I m just making a few new units to play together with BA's (I got in the whole thing half a week ago) I would be interested to get my hands on more advanced/stand alone code. If you can send/upload your lups pack that would be excellent!

Btw, of course if anyone sees a unit or something that you d like to use, feel free to ask. I should say here that I m also new to Blender and my 3d models have a few very bad mistakes (I used to work on rhino many years ago, so I have to re-learn everything on Blender :?)
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