gametechmods
Robot Arena => General Support => Topic started by: Stagfish on November 20, 2010, 12:23:58 PM
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I skinned an S3 wheel and put it in a drop down menu but the component seems to be invisible, any help?
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Did you edit the .gmf?
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all I did to the gmf is change the bmp thing to my new skin.
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Ok. Wheels randomly mess up sometimes. Send the original .gmf to me and I'll take a look.
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I decompiled the gmf and had another look, now it wont compile.
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Are you sure you didn't decompile it twice? Someone did that and it wouldn't recompile it.
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Which compiler?
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Stag, send the original .gmf to me and I'll take a look. Afterwards, I'll tell you what happened to it.
@NFX - Wheels sometimes just randomly mess up. I remember a while back it happened to me and Joe and Serge helped me to fix it.
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Dunno, the first decompilation wasnt succesful then I tried again and it was. Probabley the reason. I'll just make another.
@GK the one fixed by megabyte
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That's the problem. You have to use Serge's for wheels.
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^Yup. If you still have problems, send it to me and I'll take a look.
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Oh.
And damnit because I attached the invisible part the bot now crashes, any way to remove it via BFE?
EDIT: Also, which is serges?
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just change the component name to something else.
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Which wheel compiler is serges?
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wat
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That's the problem. You have to use Serge's for wheels.
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Serge's GMF compiler.
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It isnt in the tools section...
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https://gametechmods.com/forums/index.php/topic,3623.0.html (https://gametechmods.com/forums/index.php/topic,3623.0.html)
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All it does is delete everything inside the file, making it blank.
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you have to manually add the .gmf when you save it.
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Wa?
So I use dummies to open it, then copy an paste the stuff inside into the one that is blank?
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DP
Never mind I figured it out.
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TP
The component now crashes tha game, I dont know what i've done wrong.
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Neither do we.
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swheel2.txt
name = S3 Wheel
preview = S3_preview.bmp
dir = s3
model = s3wheel2.gmf
type = mobility
base = Wheel
passthru = wheel
styles = Default
description = Nemesis's round things.
contact = wheel_traction
resistance = .2
grip = 1.0
damagesounds = sounds\rubber_collision2.wav
attachsound = sounds\cmp_wheels.wav
hitpoints = 10000
mass = 23
standard = 1
sort = 21
s3wheel.txt
name = S3 Wheel
preview = S3_preview.bmp
dir = s3
model = s3wheel.gmf
type = mobility
base = Wheel
passthru = wheel
styles = S3, s3wheel2.txt, Nemesis
description = Nice big wheels from S3. 3000 hitpoints.
contact = wheel_traction
resistance = .2
grip = 1.0
damagesounds = sounds\rubber_collision2.wav
attachsound = sounds\cmp_wheels.wav
hitpoints = 3000
mass = 23
standard = 1
sort = 21
Anything wrong with these?
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is the new one in the styles folder?
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Send me the .gmf of the original one and the edited one.
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yes, It crashes when I choose Nemesis in the drop down bar.
@Gazea, i'll send just give me a moment.
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If your reskinned part is called s3wheel2 in the txt of the main S3 wheel BUT the styles's new txt is called swheel2, the program will not find "s3wheel2".
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typo, it is called s3wheel2.
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I'm going to take a look now.
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DP!
The lighting is all messed up. I'm trying to fix it.
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How did that happen?
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Here's the error report if anyone else wants to take a look:
"readFloat(): Expected *LIGHT_INTENS but found .000000 instead! Ignore and continue?"
"readFloat(): Expected *LIGHT_ASPECT, but found *LIGHT_INTENS instead! Ignore and continue?"
"readFloat(): Expected *LIGHT_ATTNSTART but found *LIGHT_ASPECT instead! Ignore and continue?"
"readFloat(): Expected *LIGHT_ATTNEND, but found *LIGHT_ATTNSTART instead! Ignore and continue?"
"readFloat(): Expected *LIGHT_TDIST, but found *LIGHT_ATTNEND instead! Ignore and continue?"
"readFloat(): Expected =, but found *LIGHT_TDIST instead! Ignore and continue?"
"closeBracket(): Expected closing bracket, found *USE instead!"
"FAR ATTENUATION 1063766528
}
*LIGHT
{
*NODE_NAME Omni02"
All of it's messed up.
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What the?
So, should I remake the gmf again?
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No. It wasn't anything that you did. I got that from the clean .gmf.
I'll try to fix it but you may need someone more experienced (Serge or Joe) to look at it.
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There shouldn't be any issues as long as you change all 6 "*USE FAR ATTENUATION" to "*USE FAR ATTENUATION =" because Serge's compiler and decompiler are not compatible unless you do this when before recompiling. In normal notepad, just hit CTRL-H and enter the above into the search and replace input boxes (then click "Replace All" once).
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^Ok. I'll try that. Cheers, Trovaner. That could help me with lots of wheels.
EDIT: I still got the same error messages. Anything else that I could try?
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I decompiled the standard s3wheel.gmf, changed the name of bmp, and replaced all the "USE FAR ATTENUATION" before recompiling with no problems. Did you mess with anything else?
If I had to guess, I think a mistake was made around line 2043. It should read: *LIGHT_COLOR 0xFFFFFF
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So, I just have to change line 2043 to that?
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What does yours read? As long as you did everything like I did (as described in my previous post) and didn't add any additional objects/sections/changes, it should be exactly the same as what I posted.
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Ok thanks, i'll do it now.
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*LIGHT_COLOR 0xFFFFFF was already there and I dont know what to replace the USE FAR ATTENUATION's with.
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OK, send me the GMF and I'll take a quick look.
From the error that Gazea posted, there appears to be an issue around that line for him (not necessarily you unless you are getting the same error).
As for the *USE FAR ATTENUATION thing, you need to add a " =" (one space and one equals sign) before the tab and value. So it should read:
*USE FAR ATTENUATION = 0
instead of:
*USE FAR ATTENUATION 0
You don't necessarily need to automate things by using the replace feature but be sure to replace all 6 of the *USE FAR ATTENUATIONs.
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Ok, now they dont crash the game but they are still invisible.
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What compiler did you use?
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I decompiled one with dummies, then used serges to put the decompiled one on the compiled one then I edited the now not compiled one and compiled it with dummies.
I just dont think I understand serges.
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dummies compiler doesn't do wheels. Compile with serge's.
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I dont know how to use it though >.<
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For Serge's Decompiler:
1. Double click the decompiler's EXE (gmfdec.exe).
2. Select the compiled GMF in the explorer dialog and click open.
3. Then when the second explorer dialog opens, go to the folder where you found the compiled GMF and enter a name into the "File name" input box (this will be the name of the decompiled file). After entering a name, click save.
4. Unless there were problems with the compiled GMF, the next popup should say that you were successful in making a decompiled version of the file.
For Serge's Compiler:
1. Double click the decompiler's EXE (GMFComp.exe).
2. Select the decompiled GMF in the explorer dialog and click open.
3. Then when the second explorer dialog opens, go to the folder where you found the decompiled GMF and enter a name into the "File name" input box (this will be the name of the decompiled file). After entering a name, click save.
4. Unless there were problems with the decompiled GMF, the next popup should say that you were successful in making a compiled version of the file.
ASCII means that it is readable for humans (aka decompiled).
Binary means that it is readable for the computer (aka compiled).
Unless your computer is incapable of using Serge's (de)compiler or you plan to use self-illumination, always use Serge's (de)compiler. The other compilers don't support nearly as much. The fixes that I suggested ONLY work for Serge's compiler and decompiler.
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Alternatively, you can just delete the lights... there is no reason for them to be in there; they don't do anything on components. You just have to be sure not to mess up the {} brackets or the indentation after deleting, and reduce the object count at the top by however many lights you deleted.
Doing Trov's thing might be easier though.
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Nope, still cant get it to work.
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Did you use Serge's compiler AND decompiler?
Are you doing anything besides changing the name of the bmp and applying my suggested fixes?
Considering that I was able to edit the wheel without experiencing ANY errors, you are either doing something wrong or doing something that I'm not. Sending me the GMF would allow me to figure it out a lot quicker than guessing but its your call.
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I'm uploading a video of what happens when I compile it, I get a couple of messages.
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DP
Here you go :D
http://www.youtube.com/watch?v=83NOLrsnYRc#ws (http://www.youtube.com/watch?v=83NOLrsnYRc#ws)
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From that, it looks like you're missing something at the top. After decompiling an untouched s3wheel.gmf with Serge's decompiler, this should be at the top of your file:
GMA
*GABRIEL_ASCIIEXPORT 3
*MODEL_TYPE Basic Model
*SCENE
{
*SCENE_FILENAME wheelworking.max
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0xFFFFFF
*SCENE_AMBIENT_STATIC 0x000000
}
*MATERIAL_LIST
{
*MATERIAL_COUNT 1
Next scroll down and change the name of the bmp to whatever. Then replace all the "*USE FAR ATTENUATION" with "*USE FAR ATTENUATION =". Lastly save the file and recompile it using Serge's compiler.