
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 15, 2011 10:54 AM
Msg. 1 of 9
Ok so i'v run into this problem and don't know how to fix it. My vehicle does not have animations and i have tested on the warthog and i thought it didn't not need them and the .collision-geometry and .gbxmodel are made off of the same .JMS. any help is greatly appreciated and thank you in advance :|
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 15, 2011 12:56 PM
Msg. 2 of 9
it has custom nodes so i guess i'll have to make custom...But i took the animations off of the warthog and it still spawned. Question. How do i make animations. i know how to swap out my new ones for old ones but how do i make custom. i'll make a steering and firing anim because it's a turret but do i need any others? Edited by grunt_eater on Apr 15, 2011 at 12:57 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 15, 2011 01:24 PM
Msg. 3 of 9
I'm using Gmax. And i know how to make animations and export them but every time i try to make a custom set it says that the node checksum doesn't match. But i will take your advice and look for tutorials Edited by grunt_eater on Apr 15, 2011 at 01:27 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 15, 2011 01:43 PM
Msg. 4 of 9
Does this change the names of the models nodes or the animations nodes? Edited by grunt_eater on Apr 15, 2011 at 02:05 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 15, 2011 11:05 PM
Msg. 5 of 9
Ok i did it. Now how does this work? does it just take out the node checksum or what????
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 16, 2011 10:11 AM
Msg. 6 of 9
Um. It just deleted my model.JMS and my animations.JMO what the heck Edited by grunt_eater on Apr 16, 2011 at 10:40 AM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 16, 2011 11:50 AM
Msg. 7 of 9
Not that i can see. Just changing node checksum from seemingly random numbers to 0
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olly12345
Joined: Jul 30, 2008
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Posted: Apr 16, 2011 11:58 AM
Msg. 8 of 9
Post your debug.txt maybe?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Apr 16, 2011 12:16 PM
Msg. 9 of 9
Nothing in debug but couldn't read map file tool beta. I would say it's not a HEK supported app maybe?. But i've been messing with it and one time it didn't delete the stuff and when i tried to make my model it said ### ERROR there must be at least one region
EAX: 0xFFFFFFFF EAX: 0x00037A01 EAX: 0x0012F118 EXCEPTION <thats all i know>
No clue what any of this means Edited by grunt_eater on Apr 16, 2011 at 12:18 PM
EDIT:XDDD YAYAYAYAY. i no longer need this thread. i have discovered that in kornmans guerilla you can change the node list checksum in the model\animation tag Edited by grunt_eater on Apr 18, 2011 at 07:09 PM
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