Posted: Wed Mar 01, 2017 1:55 pm Post subject:
Unit doesn't show up in map editor
Subject description: Importing a tank from a mod.
I want to know why my unit doesn't show up visually in Final Alert 2.
Everything else works fine, the imported unit's cameo,string name,model ...
however i can't get it to show up on my map and i really need to see it.
It is declared in vehicle types, hva and voxels are in ecache, i even moved them in expand but still, just an invisible model.
I've used image= to point to the art.ini entry ... the voxel and hva files match the name given in art.ini so i don't get why it doesnt show up in the map editor
In contrast, another unit i've added DOES show up (it's bigger visually) QUICK_EDIT
find the difference between those 2 units and then fix the issue
Same happen to mods for RA2, if i could fix the problem, i could make a custom survival map for MO3.3. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
find the difference between those 2 units and then fix the issue
Well without the image key i get the model for the apocalypse because it has been defined as MTNK in art.
What i've done is replace the model for the grizzly tank which is MTNK by default(rules ini)
my image leads to [ABRAMS] while the default grizzly tank leads to GTNK
Here is my code:
9=PICK
10=MTNK
11=HORV
[MTNK]
UIName=Name:MTNK
Name=Medium Tank
Image=ABRAMS
Prerequisite=GAWEAP
[ABRAMS] ; Medium Tank
Voxel=yes
Remapable=yes
Cameo=2TNKICON
AltCameo=2TNKICON
PrimaryFireFLH=300,0,50
TurretOffset=20
and now that i think of it, maybe it's because of the cameo .. i should try abramsicon.shp but i already have one of those for another unit and i'm sceptical that this is the issue. QUICK_EDIT
oh, just noticed the WW chaos. was long ago that i checked the RA2 inis.
[MTNK] with Image=GTNK and [APOC] with Image=MTNK.
Back to your issue.
I'm still confused what you actually did and what exactly is not working.
So which unit is not working?
Your modified
[MTNK]
Image=ABRAMS
or your modified
[APOC]
Image=MTNK
?
My advice. Forget this crap Image= crap and give them the image directly with the same section in art.ini and the filenames.
Image is known to be bugged, so avoid using that key as often as possible.
Just to make sure, we are talking about changes in your rules(md).ini right? Not a new unit added to a map, because their graphics really do not show up in FinalAlert (also FinalSun). From my experience, the editor loads only graphics for objects defined in the main inis, not a map. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Ok, so my MTNK(replaced grizzly with medium tank model) works fine ingame, the problem is it doesnt show up in my map builder FA2 when i place it. All i get is an empty square
The other unit does show up and i've used image= to point the abrams2 in artmd.ini and it works ingame AND in the map builder.
Just to be clear i'm modifying the rulesmd and artmd ini, not the ini editor in FA2.
So what i want is to get my model to show up in FA2 because it's very important that i see it.All the grizzly tanks are now medium tanks.
As for what i did ... i placed abrams hva vxl in expandmd30.mix (this is the model for the medium tank) and 2tnkicon (the icon for the mediumtank) in ecachemd29.mix
I've done the same with the abrams2 hva vxl and icon .. placed them like this AND it works, it shows up when i place it in my map.I tried mixing it up a little and placing the abrams files in ecache but the result is the same.
Take a look at the model for the medium tank and see if something is wrong.
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Thu Mar 02, 2017 7:08 am Post subject:
Place it in ecachemdXX.mix, it will show up but not the Turret Offsets, but don't keep force shutting down or else the file names will be lost in the mix, I hate myself for doing that mistake!! , Remember that the ecachemdXX mix should be in the RA2 directory...
EDIT #1: Don't even think of doing this for MO 3.3!! It will rather mess up your game, and when you are DONE WITH MAPMAKING, REMOVE THE MIX FROM YOUR RA2 DIRECTORY _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Place it in ecachemdXX.mix, it will show up but not the Turret Offsets, but don't keep force shutting down or else the file names will be lost in the mix, I hate myself for doing that mistake!! , Remember that the ecachemdXX mix should be in the RA2 directory...
EDIT #1: Don't even think of doing this for MO 3.3!! It will rather mess up your game, and when you are DONE WITH MAPMAKING, REMOVE THE MIX FROM YOUR RA2 DIRECTORY
That doesn't work, i put the abrams hva and vxl in ecache and turrets in expand.
I guess i will remove image=abrams so i get the apocalypse(mtnk from art.ini) model for the grizzly while i'm making the map, and then switch it back to my current config when i'm done. I'm just confused why this model doesn't show up in FA2, other models do and are in the same file QUICK_EDIT
I don't think it has anything to do with your INI configuration or file system. It's likely the voxel file itself that FinalAlert 2 does not like, as it is rather sensitive when it comes to them.
I don't really know which things specifically can cause rendering problems for voxels in FA2. I do recall one case where I had to convert the voxel into bitmap images and back and re-apply normals etc. on it to get it to show in the map editor, tho, but such drastic measures might not be necessary in every case. _________________ QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sat Mar 04, 2017 4:56 am Post subject:
Hmm, you put your Turrets in an EXPAND mix, and not an ECACHE mix. I might have to agree with Sir. Starkku here, are you using an extremely large voxel that you just shrank using an HVA? Cuz a few months ago, I learned that FA2 does not really read the HVAs, just the voxel, and as Sir. Starkku said, FA2 is sensitive, so I figured a while later that I should try placing a freaking big unit (In canvas size) shrank in an HVA, mine just ends up, really huge. _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
The solution to this problem is: Voxel Editor - File - Properties - Header - Transformation matrix Replaced by the identity matrix (diagonal 1, remaining 0) - Save.
The reason is that the transformation matrix of all materials of MO is chaotic, and the diagonal element is 0.
---I just help someone to help you.Sorry for my bad English. QUICK_EDIT
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