Okay, I gotta admit this is a newbie mistake, but modelling has never been my forte. I have munge and nothing appears. It's infuriating! Any help would be hot as I've been trying for about a week. So it's the entire PSP playable area of Cato Nemoidia. I realize I may need to optimize later by chopping things up, but I just want to get at it.
Heirarchy (sorry, I'm back in the bedroom with my sick wife on my laptop)
scene_root
|--dummyroot (null)
|--mesh
I select the dummyroot in explorer and then right click and choose Select Tree before exporting. I don't have a collision model at the moment as I'm hoping for just cheating with the visible mesh as the collision. I mean we're talking structure from a PSP game in the end.
Static model visible in ZE, missing in game
Moderator: Moderators
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
-
- Second Lance Corporal
- Posts: 102
- Joined: Sun May 07, 2017 11:31 pm
- Projects :: ANF - ISM Skin Changer - BF1 Ports
- Location: Kentucky, USA
Re: Static model visible in ZE, missing in game
I'm newbie to modeling, but I noticed when using high poly or just simply large models that the low_rez is called almost 98% of the time. To fix it I simply made the lowrez an unaltered clone. Since it's not showing up at all, it could be because you don't have a lowrez mesh? I know that if player models aren't given a lowrez they simply dissapear if too many polys are called.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Static model visible in ZE, missing in game
That's a good point. I got it to work (the hierarchy above actually posted wrong), but I should do a _lowrez copy, just in case. There are a few tiny holes in the collision, but I can use the invisible collision cubes that come with the editor to knock those out.
For anyone wondering where they are, in ZE do Object > Place, then browse to /data_[map]/common/odf. They're called:
com_inv_col_8.odf
com_inv_col_16.odf
com_inv_col_32.odf
com_inv_col_64.odf
For anyone wondering where they are, in ZE do Object > Place, then browse to /data_[map]/common/odf. They're called:
com_inv_col_8.odf
com_inv_col_16.odf
com_inv_col_32.odf
com_inv_col_64.odf
- giftheck
- Droid Pilot Assassin
- Posts: 2218
- Joined: Mon Jan 19, 2009 5:58 pm
- Projects :: Star Wars Battlefront Anniversary
Re: Static model visible in ZE, missing in game
Is there a 'low-res' version of the model when you export it from Softimage? That might be why you're not seeing anything: if the model is too detailed the game will try to render the mesh_lowres version instead and if that's not there the mesh disappears entirely. Duplicate your mesh, then just add "_lowres" to the end and see if that changes it.Teancum wrote:Okay, I gotta admit this is a newbie mistake, but modelling has never been my forte. I have munge and nothing appears. It's infuriating! Any help would be hot as I've been trying for about a week. So it's the entire PSP playable area of Cato Nemoidia. I realize I may need to optimize later by chopping things up, but I just want to get at it.
Heirarchy (sorry, I'm back in the bedroom with my sick wife on my laptop)
scene_root
|--dummyroot (null)
|--mesh
I select the dummyroot in explorer and then right click and choose Select Tree before exporting. I don't have a collision model at the moment as I'm hoping for just cheating with the visible mesh as the collision. I mean we're talking structure from a PSP game in the end.
EDIT: just realised that this has been answered. But, yep: it's the lack of a lowres that's the problem.