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Stagnate

Heirarchy For A Simple Rocket Pack

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Im getting this error when i try and export. Any ideas?

noSubDir: false

Save: C:/Program Files/EA GAMES/Battlefield 2/mods/SkyHaven/objects/vehicles/air/rocketpack/rocketpack.dat

save()

anmRange: #(0f, 100f)

anmObjs: #()

fname: C:/Program Files/EA GAMES/Battlefield 2/mods/SkyHaven/objects/vehicles/air/rocketpack/rocketpack.dat

objs: #($Point_Helper:root_bundlemesh_rocketpack @ [0.000000,0.000000,0.000000], $Dummy:geom0 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Mesh:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Mesh:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Dummy:nonvis_ @ [0.000000,0.000000,0.000000], $Editable_Mesh:col0 @ [0.000000,0.000000,0.000000], $Editable_Mesh:col1 @ [0.000000,0.000000,0.000000], $Editable_Mesh:col2 @ [0.000000,0.000000,0.000000])

jointNodeTypes: #(BoneGeometry, undefined)

validMeshIDs: #(4, 7, 9, 10, 11)

mesh: rocketpack__PlayerControlObject - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: rocketpack__PlayerControlObject has undefined .fxFilename

mesh: rocketpack__PlayerControlObject - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: rocketpack__PlayerControlObject has undefined .fxFilename

mesh: col0 - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: col0 has undefined .fxFilename

mesh: col1 - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: col1 has undefined .fxFilename

mesh: col2 - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: col2 has undefined .fxFilename

Edited by Stagnate

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Try resetting the mats on the collisionmeshes, they seem to give some error messages. Just a plain standard material, no fancy stuff on them

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Well its a staticmesh mterial, try resetting it to default "Standard", jsut as you set it to staticmesh.fx. Collisionmeshes dont need shaders anyway :)

Or jsut pick a new material that hasnt been altered ad rename it to concrete and use that.

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PCOs should be BundledMesh. Don't forget geom3 (wreck) and it's cols or you'll likely bomb the game when it gets destroyed.

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Hey thanks for all the replys.

I am very noob at this so just a couple of questions.

- what does PCOs mean?

- Have i selected Static Mesh as my shader preset thing when it should be bundle mesh? what does bundle mesh mean?... that it is controllable?

- geom 2.. geom 3? do i have to have geom 2?

sorry for asking simple questions i know its a pain.

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Damn im still getting the same problems ::

noSubDir: false

Save: C:/Program Files/EA GAMES/Battlefield 2/mods/SkyHaven/objects/vehicles/land/rocketpack/rocketpack.dat

save()

anmRange: #(0f, 100f)

anmObjs: #()

fname: C:/Program Files/EA GAMES/Battlefield 2/mods/SkyHaven/objects/vehicles/land/rocketpack/rocketpack.dat

objs: #($Point_Helper:root_bundlemesh_rocketpack @ [0.000000,0.000000,0.000000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Mesh:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Dummy:nonvis_ @ [0.000000,0.000000,0.000000], $Editable_Mesh:Col0 @ [0.000000,0.000000,0.000000], $Editable_Mesh:Col1 @ [0.000000,0.000000,0.000000], $Editable_Mesh:Col2 @ [0.000000,0.000000,0.000000], $Dummy:geom0 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Mesh:_PlayerControlObject @ [0.000000,0.000000,0.000000], $Dummy:geom2 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Editable_Mesh:_PlayerControlObject @ [0.000000,0.000000,0.000000])

jointNodeTypes: #(BoneGeometry, undefined)

validMeshIDs: #(4, 7, 9, 10, 11, 14)

mesh: rocketpack__PlayerControlObject - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: rocketpack__PlayerControlObject has undefined .fxFilename

mesh: rocketpack__PlayerControlObject - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: rocketpack__PlayerControlObject has undefined .fxFilename

mesh: Col0 - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: Col0 has undefined .fxFilename

mesh: Col1 - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: Col1 has undefined .fxFilename

mesh: Col2 - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: Col2 has undefined .fxFilename

mesh: rocketpack__PlayerControlObject - minUvSetCnt: 0

bnObjs: #()

forceMatID: 1 - materialMatIDs: #(1)

WARNING: rocketpack__PlayerControlObject has undefined .fxFilename

It seems to be the .fxfilename what ever that even means

Edited by Stagnate

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First please use the BF2Bundledmesh material for your Bundledmesh, lol .

PCO stands for PlayerControlObject, the common term in BF for 'useable' objects , like vehicles.

When you have exchanged your 'BF2StaticMesh2' materials for the 'BF2BundledMesh' Materials, make sure to give the materials names, e.g. 'rocket_pack_material||ColormapGloss' . This assignment would show up as a material 'rocket_pack_material' in the .con file of your object and applies the 'ColormapGloss' shading technique to the surfaces carrying this material.

Read something about material appliances at the start of this tutorial :

http://bfeditor.org/forums/index.php?showtopic=4556

And in the gmax weapon tut:

http://bfeditor.org/forums/index.php?showtopic=2565

Scroll down here for the material (texture) assignment stuff.

Moved to 3DS Max topics

Edited by mschoeldgen[Xww2]

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thanks all for your comments again

MS your the man

heres where im at now

2br3.jpg

Still seem to have the same problem though. Is there anyone i can send my gmax file to to check out?

Edited by Stagnate

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