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weapon model not showing up in game

Discussion in 'Modeling & Skinning' started by DannyMeister, May 5, 2004.

  1. DannyMeister

    DannyMeister UT3 Jailbreak Coder

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    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'
    .
    .
    .
    }
    
     
  2. Mychaeel

    Mychaeel New Member

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    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...
     
  3. DannyMeister

    DannyMeister UT3 Jailbreak Coder

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    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
     

    Attached Files:

    Last edited: May 17, 2006
  4. GuyOpitz

    GuyOpitz New Member

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    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.
     
  5. DannyMeister

    DannyMeister UT3 Jailbreak Coder

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    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.
     
  6. GuyOpitz

    GuyOpitz New Member

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    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
     
  7. DannyMeister

    DannyMeister UT3 Jailbreak Coder

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    "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: May 17, 2006

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