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Author Topic: ships MODS making general Q and A  (Read 2081 times)

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western0221

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Re: ships MODS making general Q and A
« Reply #24 on: October 28, 2011, 04:58:38 AM »

About Torpedo(Bomb) and TorpedoGun (BombGun) adding problem is solved.
I foget to write this solved report here.
My new torpedos are released in AI/Torpedo Ship Extention http://www.sas1946.com/main/index.php/topic,18742.0.html

special java code is needed at Torpedo(Bomb) or TorpedoGun (BombGun) adding.
It's not de-compiled in decompiler.
If someone needs to add new Torpedo(Bomb) or TorpedoGun (BombGun) , ask me by PM, I will tell you java code.
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western0221

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Re: ships MODS making general Q and A
« Reply #25 on: January 10, 2012, 12:41:43 PM »

I have a new problem.
Can someone solve it?

Now I tweak Diving Hawk's Essex to other angled deck Carrier.
Importing 3ds Max9 by .3ds and exporting by Maraz Exporter.

Then exported .msh causes IL-2 1946 error

[18:18:41]   INTERNAL ERROR: VertexData: Data in in section [LOD2_Vertices_Frame0] are corrupted (v:214)
[18:18:41]   WARNING: object '3do/Ships/R98Clemenceau_CV_Fr/Hull1.msh' of class 'SkinTL' not loaded
[18:18:41]   INTERNAL ERROR: MeshObj: Can't load mesh 3do/Ships/R98Clemenceau_CV_Fr/Hull1.msh
[18:18:41]   WARNING: object '3do/Ships/R98Clemenceau_CV_Fr/Hier.him' of class 'HIM' not loaded
[18:18:41]   INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Ships/R98Clemenceau_CV_Fr/Hier.him
[18:18:41]   java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Ships/R98Clemenceau_CV_Fr/Hier.him
[18:18:41]   

I think, this is Vertexes duplicated.
And I do "Vertex Weld - 0.02m".
Some Vertexes are welded.

But this error continues.
I have no idea more to solve this.
When I use BuggyBuggyExpoter at LOD2, error doesn't occurs.
But I want to use only Maraz Expoter.

Sample 3ds Max9 .max and Maraz Exporter .cfg
http://www.mediafire.com/?c6fbom68gdzbkop
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asheshouse

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Re: ships MODS making general Q and A
« Reply #26 on: January 10, 2012, 03:26:39 PM »

I occasionally have a bad msh export using Maraz Exporter.
I have never had any problems with unwelded vertices.
The most common cause for me is materials not being applied correctly to all of the surfaces.
 
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western0221

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Re: ships MODS making general Q and A
« Reply #27 on: January 10, 2012, 07:24:34 PM »

The most common cause for me is materials not being applied correctly to all of the surfaces.
That materials forgetting is one cause, I faced ago...
But today's is different.

Only importing Diving Hawk's original .msh via .3ds(MshConverter), exporting by Maraz expoter... now Vertex data corrupted!
Exporting by BuggyBuggy... no problem.
Umm...
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magot

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Re: ships MODS making general Q and A
« Reply #28 on: January 10, 2012, 07:30:29 PM »

Maraz tool work clear. I never had problem. Always was problem on creator side.
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western0221

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Re: ships MODS making general Q and A
« Reply #29 on: January 10, 2012, 07:47:01 PM »

Maraz tool work clear. I never had problem. Always was problem on creator side.
Only one person models fully scratch and exports, these problems are avoidable, I think, too.

But at me, many times franken or CO-OP with other man's model... often modelized by not 3ds Max.
Other model application -->  exporting to .msh --> converting .3ds --> importing in 3ds Max --> exporting by Maraz...
In this way, Maraz expoter causes some trouble.
Original .msh before importing works well in IL-2 1946 though.
And I faced only last section at 3ds Max9, I can't grap that model data totally or where the problem exists or how to solve....
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magot

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Re: ships MODS making general Q and A
« Reply #30 on: January 11, 2012, 12:29:17 AM »

Yes there is big problem converting via .3ds. I do not use. Dr.Jones tools have there unstable converting.
Sometimes do this exactly errors with big size meshes.
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Diving_Hawk

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Re: ships MODS making general Q and A
« Reply #31 on: January 11, 2012, 12:39:05 PM »

I had this prob in fixing my Yamato when using Dr Jones to export 3ds.

Chk if you have the same on export

Go and find that vertex in vertex data (remember that the number corresponds to number of vertex so you have to add the lines it takes to write vertices in msh.)

It will ussually have a 0 0 0 orientation data usually because it's duplicate with another of same orientation.
Look at the vertices above and bellow, find the one that has same position and manually insert the orientation, last 3 fields to be opposite.

If you can't find one with same numbers, manually insert a random postion and orientation, when it appears ingame you will know where to look in the model to fix the problem.
Hope it helps you.

In my exports it was in the faces that I needed to duplicate some same vertices. So you might also consider deleting those and remaking them quickly and see if problem persists.

If you can't fix it you can always send me the model you want and I will give you my model so you avoid errors during msh converter converting process.

S!
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