weapon model not showing up in game

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

DannyMeister

UT3 Jailbreak Coder
Dec 11, 2002
1,275
1
38
41
Bolivar, Missouri
I created a weapon in 3ds max and exported with ActorX. If I import the .psk and .psa and the tga texture files into UnrealEd the weapon looks fine. I can't seem to get it to work through my #exec directives in my UnrealScript, though. In game, the models don't show up at all. Also, it seems the IMPORTSEQS=1 property import the sequences, so tried it manually with #exec ANIM SEQUENCE statements. I'm thinking maybe it's not in view and I just need to mess with the scale, position, and rotation. But if looks perfect if I import it into UnrealEd, so I thought that that stuff must be OK.

Here is the code I currently have (it compiles fine):


Code:
class Boomerang extends Weapon
    config(user);

#exec MESH  MODELIMPORT MESH=Boomerang_1st MODELFILE=Models\boomeranghi.PSK LODSTYLE=10
#exec ANIM  IMPORT ANIM=Boomerang_1stanim ANIMFILE=Models\boomeranganim.PSA COMPRESS=1 MAXKEYS=999999 IMPORTSEQS=1
#exec ANIM SEQUENCE ANIM=Boomerang_1stanim SEQ=Still STARTFRAME=0 NUMFRAMES=1 RATE=0.2 GROUP=Default
#exec ANIM SEQUENCE ANIM=Boomerang_1stanim SEQ=Idle STARTFRAME=0 NUMFRAMES=1 RATE=0.2 GROUP=Default
#exec ANIM SEQUENCE ANIM=Boomerang_1stanim SEQ=Fire STARTFRAME=0 NUMFRAMES=9 RATE=0.2 GROUP=Default
#exec ANIM SEQUENCE ANIM=Boomerang_1stanim SEQ=PutDown STARTFRAME=20 NUMFRAMES=11 RATE=0.2 GROUP=Default
#exec ANIM SEQUENCE ANIM=Boomerang_1stanim SEQ=PickUp STARTFRAME=30 NUMFRAMES=11 RATE=0.2 GROUP=Default
#exec ANIM DIGEST ANIM=Boomerang_1stanim VERBOSE
#exec MESH  DEFAULTANIM MESH=Boomerang_1st ANIM=Boomerang_1stanim
#exec MESH  MODELIMPORT MESH=Boomerang_3rd MODELFILE=Models\boomeranglow.PSK LODSTYLE=10
#exec TEXTURE IMPORT NAME=BoomerangSkin FILE=Textures\boom1.tga GROUP=Skins MIPS=ON FLAGS=2 LODSET=3
#exec MESHMAP SETTEXTURE MESHMAP=Boomerang_1st NUM=0 TEXTURE=BoomerangSkin
#exec MESHMAP SETTEXTURE MESHMAP=Boomerang_3rd NUM=0 TEXTURE=BoomerangSkin



.
.
.


defaultproperties
{
.
.
.
    Mesh=mesh'Boomerang.Boomerang_1st'
.
.
.
}
 

DannyMeister

UT3 Jailbreak Coder
Dec 11, 2002
1,275
1
38
41
Bolivar, Missouri
Mychaeel said:
If you load your .u file in UnrealEd's "Animation" browser, does your model show up there, and are its properties (especially the skins) set correctly?

Perhaps it's just too large to be seen in the game...


When I load the .u file in UnreadEd, the model does not show up. I tried turning view bones and view bone names on, and I see my Bone_weapon, but the name is garbled. There's a screenshot attached. The animation names show up correctly on the sequences list. The texture is also set correctly. Going to wireframe instead of textured does not reveal anything.

I also tried importing all my animations, mesh, and texture into UnrealEd and exporting the .ukx file. Seemed to work fine, but when then importing the ukx into my .u, it wouldn't compile.

This line of code:

#exec OBJ LOAD FILE=Animations\boomerangtemp.ukx

caused these erros:

Warning: Missing Class Class UnrealEd.TexAlignerDefault
Warning: Missing Class Class UnrealEd.TexAlignerPlanar
Warning: Missing Class Class UnrealEd.TexAlignerBox
Warning: Missing Class Class UnrealEd.OptionsNewClassFromSel
Warning: Missing Class Class UnrealEd.OptionsRotateActors
Warning: Missing Class Class UnrealEd.OptionsDupTexture
Warning: Missing Class Class UnrealEd.OptionsMatNewStaticMesh
Warning: Missing Class Class UnrealEd.OptionsMatNewCameraPath
Warning: Missing Class Class UnrealEd.OptionsMapScale
Warning: Missing Class Class UnrealEd.OptionsNewTerrainLayer
Warning: Missing Class Class UnrealEd.TexAlignerFace
Warning: Missing Class Class UnrealEd.OptionsTexAlignCylinder
Warning: Missing Class Class UnrealEd.OptionsTexAlignPlanar
Warning: Missing Class Class UnrealEd.OptionsSurfBevel
Warning: Missing Class Class UnrealEd.Options2DShaperBezierDetail
Warning: Missing Class Class UnrealEd.Options2DShaperRevolve
Warning: Missing Class Class UnrealEd.Options2DShaperExtrudeToBevel
Warning: Missing Class Class UnrealEd.Options2DShaperExtrudeToPoint
Warning: Missing Class Class UnrealEd.Options2DShaperExtrude
Warning: Missing Class Class UnrealEd.Options2DShaperSheet
Warning: Missing Class Class UnrealEd.OptionsBrushScale
Warning: Missing Class Class UnrealEd.OptionsNewTerrain
Critical: Bad export index 35/26
Exit: Executing UObject::StaticShutdownAfterError
 

Attachments

  • Clipboard01.gif
    Clipboard01.gif
    395 bytes · Views: 39
Last edited:

GuyOpitz

New Member
May 16, 2006
13
0
0
Im getting that exact same error

Did you find a way to fix it in the past couple weeks?
--------------------------------------------------------

Log: Analyzing...
Log: FactoryCreateText: Class with ClassFactoryUC (0 1 ..\SealRifle\Classes\SealRifle.uc)
Log: Class: SealRifle extends AssaultRifle
Log: Imported: Class SealRifle.SealRifle
Log: FactoryCreateText: Class with ClassFactoryUC (0 1 ..\SealRifle\Classes\SealRifleAttachment.uc)
Log: Class: SealRifleAttachment extends xWeaponAttachment
Log: Imported: Class SealRifle.SealRifleAttachment
Log: FactoryCreateText: Class with ClassFactoryUC (0 1 ..\SealRifle\Classes\SealRifleFire.uc)
Log: Class: SealRifleFire extends InstantFire
Log: Imported: Class SealRifle.SealRifleFire
Log: FactoryCreateText: Class with ClassFactoryUC (0 1 ..\SealRifle\Classes\SealRiflePickup.uc)
Log: Class: SealRiflePickup extends UTWeaponPickup
Log: Imported: Class SealRifle.SealRiflePickup
Log: Parsing SealRifleAttachment
Warning: Missing Class Class UnrealEd.OptionsNewClassFromSel
Warning: Missing Class Class UnrealEd.OptionsRotateActors
Warning: Missing Class Class UnrealEd.OptionsDupTexture
Warning: Missing Class Class UnrealEd.OptionsMatNewStaticMesh
Warning: Missing Class Class UnrealEd.OptionsMatNewCameraPath
Warning: Missing Class Class UnrealEd.OptionsMapScale
Warning: Missing Class Class UnrealEd.OptionsNewTerrainLayer
Warning: Missing Class Class UnrealEd.OptionsNewTerrain
Warning: Missing Class Class UnrealEd.TexAlignerBox
Warning: Missing Class Class UnrealEd.TexAlignerDefault
Warning: Missing Class Class UnrealEd.OptionsSurfBevel
Warning: Missing Class Class UnrealEd.Options2DShaperBezierDetail
Warning: Missing Class Class UnrealEd.Options2DShaperRevolve
Warning: Missing Class Class UnrealEd.Options2DShaperExtrudeToBevel
Warning: Missing Class Class UnrealEd.Options2DShaperExtrudeToPoint
Warning: Missing Class Class UnrealEd.Options2DShaperExtrude
Warning: Missing Class Class UnrealEd.Options2DShaperSheet
Warning: Missing Class Class UnrealEd.OptionsBrushScale
Warning: Missing Class Class UnrealEd.TexAlignerFace
Warning: Missing Class Class UnrealEd.OptionsTexAlignPlanar
Warning: Missing Class Class UnrealEd.TexAlignerPlanar
Warning: Missing Class Class UnrealEd.OptionsTexAlignCylinder
Critical: Assertion failed: FriendlyName!=NAME_None [File:.\UnClass.cpp] [Line: 692]
Exit: Executing UObject::StaticShutdownAfterError
Critical: UStruct::Serialize
Critical: (Class myLevel.OptionsBrushScale0)
Critical: UState::Serialize
Critical: UClass::Serialize
Critical: (Class myLevel.OptionsBrushScale0)
Critical: LoadObject
Critical: (Class myLevel.OptionsBrushScale0 18178219==18178219/21134246 18178214 1)
Critical: ULinkerLoad::preload
Critical: PreLoadObjects
Critical: UObject::EndLoad
Critical: UObject::LoadPackage
Critical: UEditorEngine::SafeExec
Critical: (LOAD FILE=mylevel.ukx)
Critical: UEditorEngine::SafeExec
Critical: (OBJ LOAD FILE=mylevel.ukx)
Critical: FScriptCompiler::processCompilerDirective
Critical: Directive
Critical: FScriptCompiler::CompileDeclaration
Critical: FScriptCompiler::CompileStatement
Critical: FirstPass
Critical: TryCompile
Critical: FScriptCompiler::CompileScript
Critical: (Class SealRifle.SealRifleAttachment, Pass 0, Line 3)
Critical: MakeScript
Critical: MakeScript
Critical: MakeScript
Critical: MakeScript
Critical: MakeScript
Critical: MakeScript
Critical: DoScripts
Critical: UEditorEngine::MakeScripts
Critical: UMakeCommandlet::Main
Exit: Exiting.
 

DannyMeister

UT3 Jailbreak Coder
Dec 11, 2002
1,275
1
38
41
Bolivar, Missouri
Past couple weeks? Haha, I posted that over two years ago. It was surprising to see the thread resurface. I have been so busy with college that I haven't been able to do much in the way of modding since then. But that changes in 4 days!!!!! I tried for so long to get my nifty little boomerang to show up before finally giving up. In the next couple weeks I will be doing some ut2004 modding and I would like to pick this back up where I left off, but unfortunately I had a hard drive melt down since then, and my work is gone.
 

GuyOpitz

New Member
May 16, 2006
13
0
0
oh. wow yeah heheh. I saw the part at the top that said may 5th and thought that was the original posting date. I see now its that other date below it Dec 11 2002 ahahha
 

DannyMeister

UT3 Jailbreak Coder
Dec 11, 2002
1,275
1
38
41
Bolivar, Missouri
"7th May 2004, 04:34 PM" just above my name was the last one I did on this thread. You were looking in the right place, just didn't notice the year :)

Back on topic, even though I don't have my boomerang around any more, I'd love to know what the issue was (and is for GuyOpitz). Every time I tried a custom weapon I had similar issues, and when I try again in the next few days I would like to avoid the problem. A good walkthrough would be nice. I tried the weapons modelling tutorial at 3D Buzz, but that is actually for the original UT. Would any of the other VTM's help out getting a custom weapon in game? I'm not really interested in general modelling tutorials, but how to set up my model and import it so that I can have fun with it in code :tup:
 
Last edited: