• Welcome to SC4 Devotion Forum Archives.
 

News:

The SC4 Devotion Forums are no longer active, but remain online in an archived, read-only "museum" state.  It is not possible for regular members to post or use the private messaging system, and no technical support will be provided for any issues pertaining to the forums in their current state.  Attachments (those that still work) are accessible without login.

The LEX has been replaced with SC4Evermore (SC4E), and SC4E maintains an active Discord server.  For traditional forums, we recommend Simtropolis.

Main Menu

Making Models for Transit Networks: Some General Specifications

Started by Tarkus, February 22, 2008, 05:33:12 PM

Previous topic - Next topic

0 Members and 4 Guests are viewing this topic.

Jonathan

Have you edited the dat in anything but the reader?
How did you create it?

I've not seen a dat like it before that can still be read by the reader.

Basically the first four bytes of a plugin must be DBPF for some reason your's start with MM? If it doesn't start with DBPF then the game will ignore it. The reader does not do this.

In fact the entire header of the file is wrong, I'm surprised the reader opened and saved it.
Did the reader crash while you had it open or did you save it while the game was running?

To fix this just make a new dat in the reader copy all your files from the old one into the new one and then save the new one over the old one.

mtg

QuoteHave you edited the dat in anything but the reader?

nope


QuoteDid the reader crash while you had it open or did you save it while the game was running?

also nope

mtg


Blue Lightning

#243
Hmm, my only idea now is that missing paths are to blame... try inserting dummy path files (copy one from another puzzle piece, change its IID to the ATB, then clone it and increment (so you have the same path file for all IIDs)

EDIT: or a bad DBPF. My last idea are the model files themselves. I've had issues where the model is corrupt.

EDIT2: I've taken a look at your model files... they really need cleaning up. There are groups that reference vertex, index, and mat blocks that do not exist, a lot of groups, and a lot of mats. This could cause some trouble.

EDIT3: Also, maybe adding a name to the exemplar may help. Currently they're blank.
Also known as Wahrheit

Occasionally lurks.

RHW Project

Tarkus

Quote from: Blue Lightning on February 27, 2010, 02:34:12 PM
Hmm, my only idea now is that missing paths are to blame... try inserting dummy path files (copy one from another puzzle piece, change its IID to the ATB, then clone it and increment (so you have the same path file for all IIDs)

EDIT: or a bad DBPF. My last idea are the model files themselves. I've had issues where the model is corrupt.

I can confirm it's the models.  Jonathan passed the file along to me, and I've had a chance to test it.  The RUL entry is perfectly valid, it plops without the models with no issue.  It's very rare that paths will cause a CTD (usually, the symptom of missing paths is a severe slowdown in placement).  I'm going to try pasting into a new .dat just to make sure it's not a DBPF issue, but my guess is it's something wrong with the vertexes in the actual models themselves.

-Alex

Edit: Affirmative.  Pasting into a new .dat had no effect.  There's some faulty geometry in the models that's causing the CTD.

Jonathan

QuoteI'm going to try pasting into a new .dat just to make sure it's not a DBPF issue,
I had already done that as the DBPF was an issue.

Also I tried adding names to the exemplar it still caused a CTD.

As Alex and Blue Lightening both say its models, you best bet is to import the 3DS files into a new S3D, probably take one of the GLR S3Ds or Pedmall one as they are the simplest.

Jonathan

Blue Lightning

#246
I think the way 3DS MAX exports the models is whats causing the messy model issue. Deleting the excess groups that reference non-existing stuff would work, but its a big mess.

One way I compile models is to use GMAX, the tru3d buildingmill script, and exporting each part of each section one by one then assembling them in Reader. Much cleaner in terms of all the parts.
Also known as Wahrheit

Occasionally lurks.

RHW Project

Jonathan

I've only ever had a problem with importing max models into monorail S3Ds which were left in a mess bymaxis, so I assumed that it was the S3Ds that would be causeing the trouble.

mtg

first of all thank you Alex for joining!

QuoteDeleting the excess groups that reference non-existing stuff would work, but its a big mess.

Can I do this with my existing models in the reader or should I import them again like Jonathan said?

Maarten

mtg

QuoteThere's some faulty geometry in the models

You mean that the models are bad in the first place?


mtg

How can I get all those groups to disappear, 26 are a bit much when I'm only using 3.. I have tried pushing buttons in the reader but without success..




Jonathan

You delete them in the ANIM section, thankfully your S3Ds arent too messed up, as its only the ANIm section that is, if the other section were messed up as well it would be much harder.

1) In the ANIM section expand all the rows, clicking the + signs in the name column, then to delete a row (and it's subrow) right click the blue cell in the Name column and select Del group and select Yes.

2) You must only delete the rows you are not using,

3) In each model go through the Prim, Indx and Vert Tabs, see what the number of the last row is (all tabs should have the same number of rows)(if there are 4 rows then the last number will be 3 and you will have to remember 3)

4) Now only delete all the ones where the numbers in either the Vertex block, index block or prim block columns is greater than the number from step 3.

That should remove quite a few rows.

5) Also you need to go the Mats tab and see what the last number in the group column isĀ  (this will not necessarily be the same as the number from step 3.

6)In the ANIM tab Delete all the rows where the number in the Mats column is higher than the number from step 5.

When you've finished on a S3D remember to click Apply.

The above isn't going to guarantee that the models work, so you'll probably be better reimporting them.
Jonathan

mtg


Jonathan

Actually just thought of something, when you exported from 3DS Max did you use Export or Export Selected?

Try selecting the parts of your model in 3ds max and then using Export Selected

mtg

QuoteTry selecting the parts of your model in 3ds max and then using Export Selected

Did that already. :)

mtg

Quote1) In the ANIM section expand all the rows, clicking the + signs in the name column, then to delete a row (and it's subrow) right click the blue cell in the Name column and select Del group and select Yes.

2) You must only delete the rows you are not using,


Maybe a stupid question but are the rows with zero's the one I'm not using and the ones with stuff in them the ones I am using??


Jonathan

All the rows with stupidly high numbers you are not using.

In that particular S3D you've shown in your picture the highest number you should have in either the vertex index or prim columns should be 3.

It is 3 because if you go to either the Prim Index or Vert Tab you will see 4 rows (and it works with 0 as the first number)

Jonathan

mtg

QuoteThe above isn't going to guarantee that the models work, so you'll probably be better reimporting them.

I followed your advise and now look!



It isn't perfect jet, but I'm getting there  ;D

io_bg

Great! Congratulations on your first (I believe) puzzle piece! &apls
Visit my MD, The region of Pirgos!
Last updated: 28 November