Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 Okay in edit mode use face selection, press h to hide everything then switch to vertex mode and delete the rest Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 On 08/05/2020 at 7:32 PM, Stan` said: Okay in edit mode use face selection, press h to hide everything then switch to vertex mode and delete the rest Expand I don't understand what you want me to do What do I delete? The gate? The armature? Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 The game doesnt handle "dangling vertex and edges" in the gate mesh if there are any it will fail to import Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 On 08/05/2020 at 7:36 PM, Stan` said: The game doesnt handle "dangling vertex and edges" in the gate mesh if there are any it will fail to import Expand You mean I've got to add this "supports"? Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 That's something else But yes you should. A dangling vertex is a vertex no connected to a face. 1 Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 On 08/05/2020 at 7:48 PM, Stan` said: That's something else But yes you should. A dangling vertex is a vertex no connected to a face. Expand Okay, now the error is Line 570 "mesh has single set of polygons" I called those vertex, "lonely" vertex xD (vértices solitarios/separados) in spanish xdd Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 8, 2020 Report Share Posted May 8, 2020 On 08/05/2020 at 7:58 PM, Pablinski2 said: Okay, now the error is Line 570 "mesh has single set of polygons" I called those vertex, "lonely" vertex xD (vértices solitarios/separados) in spanish xdd Expand Hablabas español jkaajaj? 1 Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 On 08/05/2020 at 8:12 PM, Lion.Kanzen said: Hablabas español jkaajaj? Expand Soy de Cádiz xD, but let's keep in english so people can understand us, if you want to talk in spanish dm me Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 Can you upload the blend?² Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 On 08/05/2020 at 8:15 PM, Stan` said: Can you upload the blend?² Expand There you go gate_closed.blendFetching info... Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 Okay, meshes can only have one material Remove one and it should work. Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 Line 393 recognised Skeleton Structure It had two materials idk why xD, I will pay more attention next time! Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 On 08/05/2020 at 8:25 PM, Pablinski2 said: Line 393 recognised Skeleton Structure Expand Okay did you change the armature ? Each armature must have a special xml file if they are not shared. If you didn't try to rename palisade_gate_towers.001 to palisade_gate_towers and gate.000 to gate On 08/05/2020 at 8:25 PM, Pablinski2 said: It had two materials idk why xD, I will pay more attention next time! Expand Probably you joined two meshes Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 On 08/05/2020 at 8:29 PM, Stan` said: If you didn't try to rename palisade_gate_towers.001 to palisade_gate_towers and gate.000 to gate Expand So I understand that one is the mesh and the other the armature, But how do I do the .xml file for the armature? I must export the armature and the mesh separately into .dae files right? Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 (edited) I didn't change the armature btw, or at least, I don't remember to have done it xd PS: Just done the proccess of exporting to collada again right from the start and nope, I didn't changed the armature and the error keeps on being Line 393 "Recognised sekeleton structure" Edited May 8, 2020 by Pablinski2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 If you didn't change it you shouldn't need to. I guess the names being messed up is the reason ,:) Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 On 08/05/2020 at 10:21 PM, Stan` said: If you didn't change it you shouldn't need to. I guess the names being messed up is the reason ,:) Expand The how should I name the mesh and how shoould I name the armature?? xD I'm sorry I thought that wouldn't be a problem Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 Like I said above just remove the .000 and .001 Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 @Nescio How you see this? Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 On 08/05/2020 at 10:31 PM, Stan` said: Like I said above just remove the .000 and .001 Expand Okay, so now i export both armature and mesh together, name it anyway (palisade_gate_closed) and put the collada in its place and the xml in its place, What do I need toput in the xml, ¿palisade_gate_closed? Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 This is what I'm doing and the error keep on being skeleton not recognised Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 8, 2020 Report Share Posted May 8, 2020 Can you upload the mod and the blend file? Will look at it tomorrow its 1AM here 1 Quote Link to comment Share on other sites More sharing options...
Pablinski2 Posted May 8, 2020 Report Share Posted May 8, 2020 (edited) On 08/05/2020 at 10:50 PM, Stan` said: Can you upload the mod and the blend file? Will look at it tomorrow its 1AM here Expand There you go, I'm usually awake until very late, so if anyone needs anything just let me know palisades1mmodified is everything I've done until now pablinskis_mod.zipFetching info... palisade_gate_closed.blendFetching info... palisades1mmodified.blendFetching info... Edited May 8, 2020 by Pablinski2 Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 9, 2020 Author Report Share Posted May 9, 2020 On 08/05/2020 at 10:33 PM, Pablinski2 said: @Nescio How you see this? Expand The last one looks nice, though it seems some stakes are missing on one side; the core shouldn't be accessable. Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 9, 2020 Report Share Posted May 9, 2020 Okay found the bug. The armature object had to be named gate. I also fixed the other object's names. And set the new palisade blocks to use the origin vertex group palisade_gate_closed1.blendFetching info... 1 Quote Link to comment Share on other sites More sharing options...
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