jdevlin Posted September 13, 2006 Share Posted September 13, 2006 Hello folks- Just curious- Has anyone who has been working on vehicles gotten to any of the following stages: 1> actually importing an object into the game? I tried cheating by giving animation blocks a single stage of animation or by leaving the animation as the default ( i copied the thor's physicalobjectgroup) - but the game crashes when i try to load a map. I figure it must not like my models. A simple mod that shows how to import a cube into the game would go a long way here. 2> Has anyone gotten to the stage where they animate the treads? 3> Once you have centered and textured your model, do you then build the collision models after that? IE, do the collision models need to correspond exactly with the object model? Kind of a silly question, but I'm having trouble keeping my models oriented correctly, and I'm trying to define a work flow. Thanks for your patience- -Joe Link to comment Share on other sites More sharing options...
jdevlin Posted September 13, 2006 Author Share Posted September 13, 2006 sorry bout the double post Link to comment Share on other sites More sharing options...
jdevlin Posted September 14, 2006 Author Share Posted September 14, 2006 Okay well, I'm not having any luck. I created collision models and set them up in the xml file, but the game continues to crash when I load a map. Investigation of the DropTeam.log file shows that the engine is complaining about the XML file being invalid: . . . PHYSICALOBJECTFACTORY: Loading ../data/120mmAP.physicalobjectgroup PHYSICALOBJECTFACTORY: Loading ../data/120mmHEAT.physicalobjectgroup PHYSICALOBJECTFACTORY: Loading ../data/120mmHE.physicalobjectgroup CRITICAL: The XML file is not valid As far as I can tell this is the result of adding my own model. Any advice? -Joe Link to comment Share on other sites More sharing options...
jdevlin Posted September 14, 2006 Author Share Posted September 14, 2006 In the event that it is the model I am using, I will try again tonight after work using a simpler model, such as poesel71's cube idea. Link to comment Share on other sites More sharing options...
Toby Haynes Posted September 14, 2006 Share Posted September 14, 2006 Can you validate your XML file for the physicalobjectgroup file? There is an XML Schema in the data directory - PhysicalObjectGroup.xsd. Link to comment Share on other sites More sharing options...
jdevlin Posted September 15, 2006 Author Share Posted September 15, 2006 I spent a few hours tonight trying to validate my physicalobjectgroup against the schema - after ironing out a few errors, i noticed a few things: As far as I can tell, CollisionModel is still not a valid tag, either in the schema that I can find in the data directory or in the schema available on the web. after removing the collisionmodels from my physicalobjectgroup, the xml validated against the schema. running the game still caused a crash, when the "Caching Objects" step reaches 30%. The same error - "XML file is not valid" appears. I'm tired tonight - I'll try again tomorrow. Thanks! -Joe [ September 14, 2006, 09:13 PM: Message edited by: jdevlin ] Link to comment Share on other sites More sharing options...
Grappler Posted September 15, 2006 Share Posted September 15, 2006 Please send your file to support@tbgsoftware.com and i will look at it. Link to comment Share on other sites More sharing options...
Grappler Posted September 19, 2006 Share Posted September 19, 2006 Sorry it took so long to get back to you. Your files are just fine. I can drop a superheavy in any scenario and drive it around. It still needs textures so it looks like a tank, and it needs to be scaled up, but otherwise I didn't encounter any errors? Link to comment Share on other sites More sharing options...
jdevlin Posted September 19, 2006 Author Share Posted September 19, 2006 yeah i figured out what the problem was - the "XML Invalid" error was being returned because my inventory.xml file was invalid for some reason. Thanks for your help! -Joe Link to comment Share on other sites More sharing options...
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