minilogoguy18 Posted March 27, 2016 Author Posted March 27, 2016 I was just not sure, only did a quick look into the assets. I guess I'll truly find out tomorrow maybe when I beat the Doom Shields and Yavin Swamp 1 levels.
GLTh3Pr0 Posted March 27, 2016 Posted March 27, 2016 That's the JK2 one. The drivable AT-STs in JK2 use the same model as the enemies, but in JKA they used a different skeleton altogether.Are you sure? I'm 99% sure the AT-ST you drive in t2(..., the one with Racto, I don't remember the name) are misc_atst, not the vehicle.
minilogoguy18 Posted March 27, 2016 Author Posted March 27, 2016 ^We're talking about JK2, not JA, there is a very different vehicle for the JK2 SP campaign since it lets you toggle between it's weapons.
eezstreet Posted March 27, 2016 Posted March 27, 2016 As far as I know, you can't actually drive an ATST in JKA except for the Hoth Siege map.
GLTh3Pr0 Posted March 27, 2016 Posted March 27, 2016 As far as I know, you can't actually drive an ATST in JKA except for the Hoth Siege map.You can in the level t2_dpred and, as I said before, it's not the NPC vehicle, but the misc_atst_drivable as you can toggle between the weapons and you can access it only from the top. eezstreet likes this
minilogoguy18 Posted March 27, 2016 Author Posted March 27, 2016 I'll have to play this mission to see how my model will behave since I HIGHLY doubt there is a totally separate model and skeleton file just for that. GLTh3Pr0 and RandomTrooper like this
minilogoguy18 Posted March 27, 2016 Author Posted March 27, 2016 @@eezstreet Well my model works as the SP vehicle but the textures don't load, any idea where the file that tells it what to use it located in the assets? GLTh3Pr0 likes this
GLTh3Pr0 Posted March 27, 2016 Posted March 27, 2016 @@eezstreet Well my model works as the SP vehicle but the textures don't load, any idea where the file that tells it what to use it located in the assets?I'm not sure if you're still searching it but maybe I found it:Assets1/models/map_objects/imp_detentionThere's an AT-ST md3 and two atst texture filesProbably it's the stationary one that never moves, but MAYBE they use the same textures
minilogoguy18 Posted March 27, 2016 Author Posted March 27, 2016 Those are for the static map object. The fightable NPC textures load fine but the playable vehicle does not for some reason. Maybe I need to test with a clean base folder.
GLTh3Pr0 Posted March 27, 2016 Posted March 27, 2016 Does your mod repleace only the NPC or the static ones too? And if the NPC only, is there a small chance that the sp vehicle uses the static one's model?
minilogoguy18 Posted March 28, 2016 Author Posted March 28, 2016 Replaces both, might just have to try it with a clean base, something may be interfering.
minilogoguy18 Posted March 28, 2016 Author Posted March 28, 2016 Clean base folder and still the problem is thereIf you spawn the NPC it has textures and the static MD3 model has textures but this one doesn't, it just doesn't make sense. Is there anyone out there that knows what's going on? I will not release until this problem is solved.
Barricade24 Posted March 28, 2016 Posted March 28, 2016 This wouldn't be a shader malfunction would it? I am guessing that if you tried hopping in the vehicle that the textures might actually work. I noticed in game that the AT-ST vehicle on this map doesn't have shadows beneath it's eye slots but when you hop in it it does. There's something different about this walker, I'm just not sure what it is. GLTh3Pr0 likes this
GLTh3Pr0 Posted March 28, 2016 Posted March 28, 2016 When you load the map does your console say something like "missing shader ....."?
GLTh3Pr0 Posted March 28, 2016 Posted March 28, 2016 And another question: does this happen with the Yavin swamps one too?
Ramikad Posted March 28, 2016 Posted March 28, 2016 The entity description doesn't give much to work on, just the line model="models/players/atst/model.glm", a health and target keys. Huh, interestingly enough, the textures for the original AT-ST player model are located in map_objects/imp_detention/.
minilogoguy18 Posted March 28, 2016 Author Posted March 28, 2016 ONLY the SP vehicle that has the weapons that can be toggled has this problem, all others work, the NPC, MD3 map object and MP vehicle. Where are the files that control this vehicle? It must have some sort of NPC or VEH file pointing to the wrong textures. I haven't tried Yavin Swap 2 in JK2 yet.
GLTh3Pr0 Posted March 28, 2016 Posted March 28, 2016 I don't think it's a veh file because the vehicle itself is not an NPC but some kind of entity model. In fact it uses the command "spawn misc_atst_drivable and not npc spawn..."The point is that normally these entities's textures are inside "map_objects" but I can't find it anywhere.
minilogoguy18 Posted March 28, 2016 Author Posted March 28, 2016 I know where the textures are, my new ones are in the same place, models/map_objects/imp_detention/ but for some reason only this entity doesn't work. It could be the map itself, I'm going to try to make 2 copies of my textures and use the same names the base textures use to see if it'll load.
GLTh3Pr0 Posted March 28, 2016 Posted March 28, 2016 Good idea!If it doesn't work, see if yavin swamp has the same problem or spawn it in another map.
minilogoguy18 Posted March 29, 2016 Author Posted March 29, 2016 Still doesn't work. I guess I'm gonna have to play through JK2 and get to the yavin swamp 2 level.
Psyk0Sith Posted March 29, 2016 Posted March 29, 2016 If you load your glm in some kind of Hex editor and look at texture paths, do you see for example: "models/map_objects/imp_detention/atst_body.tga" That's about the last place that would store texture paths. Of course the game uses .skin files but it has some quirks with .md3 / .glm conversion and paths have to be written with .md3 view if your software doesnt do it correctly. SP might have some odd exception that creates the same problem? GLTh3Pr0 and Archangel35757 like this
minilogoguy18 Posted March 29, 2016 Author Posted March 29, 2016 Well the thing is that my MD3 works no problem, as does the enemy NPC and the vehicle that you spawn in MP, only the SP campaign driveable doesn't work which is different than the MP vehicle. I've tried everything, I thought that making duplicates of my textures (which have the same file path) and naming them the same as the base stuff would work but nothing has, I'm about to give up and keep this model as part of the DF2 mod only. I'm literally pulling my hair out trying to find out why in every other instance it works but the SP vehicle that has the weapons that can be toggled doesn't load the textures. @@Xycaleth or @@ensiform since you guys know code is there something different about the SP campaign entity known as misc_atst_driveable? I'm about to headbutt the monitor right now >_< Remember before posting THIS PROBLEM IS WITH THE SP VEHICLE ONLY, ALL OTHERS WORK FINE, THE SP VEHICLE IS DIFFERENT THAN THE MP ONE! THE NPC THAT YOU FIGHT AGAINST WORKS FINE AS DOES THE STATIC MAP OBJECT!
ensiform Posted March 30, 2016 Posted March 30, 2016 Yes the misc_atst_driveable is completely separate from NPC vehicle code.
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