#1
Posted 26 November 2012 - 10:13
So I have this model:
And I want to get it ingame. It has 3 Turrets and should be Garrisonable. The problem is that I didn't get it to work correctly yet.
I had two Ideas how to code it:
1.) Main Object has 2 Turrets, and an OverlordContain Module to contain an Attached Object which has another Turret, and is garrisonable.
- It works fine, but random crashes occur, when the building gets into damaged (or reallydamaged) state. Also If the Building is sold, the extra object keeps existing.
2.) Main Object is Garrisonable and has no Weapons. The 3 turrets are individual objects, created via Stinger Site logic.
- It works, but the turrets stay in the air during selling process, and they have no damged or reallydamaged states, which looks really dumb.
Any ideas?
~Stalker
#2
Posted 26 November 2012 - 11:32
#3
Posted 26 November 2012 - 15:10
about the crash issue, maybe there's something else wrong in your codes.
NProject Mod -- Recolonize -- Tidal Wars
#4
Posted 26 November 2012 - 15:38
n5p29, on 26 November 2012 - 15:10, said:
about the crash issue, maybe there's something else wrong in your codes.
iirc, overlord contain is limited to one turret.
#5
Posted 26 November 2012 - 16:30
IIRC Helix Contain requires a Locomotor and wouldn't work with Structures. Also the Firepoints wouldn't work.
EDIT: I did some testing, I'm 99% sure it's the model. Probably sometimes fails to load during state changes. But why?
-Too many Firepoints (it has 25)?
-Too much Alpha Channel (the big dirt pile)
-Too many (large) Textures?
-Too many Polygons? (I can't really believe that, it has ~2700)
Edited by Stalker, 26 November 2012 - 16:45.
#6
Posted 27 November 2012 - 09:15
Edited by Zeke, 27 November 2012 - 09:16.
#7
Posted 27 November 2012 - 09:46
Well, here are the codes, however I don't think there's something wrong with it, as it was working just fine when I used a simpler dummy model.
Code:
Edited by Stalker, 27 November 2012 - 09:47.
#8
Posted 27 November 2012 - 11:22
Stalker, on 26 November 2012 - 16:30, said:
-Too much Alpha Channel (the big dirt pile)
-Too many (large) Textures?
-Too many Polygons? (I can't really believe that, it has ~2700)
How big are the textures? .tga files are not ideal because they have really big file sizes and they generally don't look good compared to .dds files
If you are using hueg tga files that could be the problem.
#9
Posted 27 November 2012 - 12:00
I have also tried to simplify the model by attaching everything to a single mesh. It screwed up the alpha channel parts but it didn't crash. When I fixed the alpha channel, it crashed again. -.-
#10
Posted 27 November 2012 - 12:15
How big is that dirt texture?
#11
Posted 27 November 2012 - 12:55
#12
Posted 27 November 2012 - 16:16
NProject Mod -- Recolonize -- Tidal Wars
#13
Posted 29 November 2012 - 08:47
Thanks for your help, guys.
#14
Posted 02 December 2012 - 00:34
#15
Posted 30 January 2013 - 08:51
#16
Posted 30 January 2013 - 22:11
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