can't transulate map icon mesh

正在查看此主题的用户

Kabalon

Regular
Hey guys!

I just managed to implement or change a village mesh into my own "stone quarry" mesh. the only problem I hit is that the stone quarry mesh i kinda moved away to the left from the spot the village was before (marked with a X ingame btw.)

I tried everything:

- aligned the village_a.obj within 3dsmax with my stone_quarry mesh
- withing OpenBRT transformed and transulated the mesh in different axis and checked if anything changed ingame
- withing module_map_icons I changed "scale" and this offset xyz stuff just to try out everything

Nothing helped really - only scale affected the object ingame anyhow...


How can I align my new mesh at the same pos as the village was now?



greets Charlie
 
Roto-translate-rescale should work perfectly with map icons, I have used it extensively without any problems.

Open your icon mesh in OpenBrf, turn Ruler on and see if your stone quarry is located under the ruler's zero point.
 
The offsets in module_map_icons are for flags placed with party_set_banner_icon.
Select the original icon in OpenBRF, then select your quarry, then check the "Move last selected item only" box to manually align it.
 
Lav 说:
Roto-translate-rescale should work perfectly with map icons, I have used it extensively without any problems.

Open your icon mesh in OpenBrf, turn Ruler on and see if your stone quarry is located under the ruler's zero point.


well I used the ruler aswell - what values do u use to see significant changes when using roto-trans ? I made some like 5.00000 or some - couldnt see any changes :/

edit: retried again but it still doesn't work with roto-trans


heres a screenshot of what happens:

http://img337.imageshack.us/img337/8647/mb3ui.jpg
 
Somebody 说:
The offsets in module_map_icons are for flags placed with party_set_banner_icon.
Select the original icon in OpenBRF, then select your quarry, then check the "Move last selected item only" box to manually align it.

I aligned it that way u told me now - it fits - but still ingame its switched like I showed in the screenshot....man...
 
Hmm... Maybe you just made a mistake with coordinates? What if you spawn another party at the same coordinates - where it will appear?

Also. When you are doing roto-translate-rescale in OpenBrf, do you see the results in the window? Because if you are moving/rotating the mesh in OpenBrf window, you usually see it moving as it changes position relative to the grid. But if your mesh isn't moving even in OpenBrf, then it's probably OpenBrf which is at fault, in this case this question would better be addressed to OpenBrf sub-forum.
 
Lav 说:
Hmm... Maybe you just made a mistake with coordinates? What if you spawn another party at the same coordinates - where it will appear?

Also. When you are doing roto-translate-rescale in OpenBrf, do you see the results in the window? Because if you are moving/rotating the mesh in OpenBrf window, you usually see it moving as it changes position relative to the grid. But if your mesh isn't moving even in OpenBrf, then it's probably OpenBrf which is at fault, in this case this question would better be addressed to OpenBrf sub-forum.


well in openBRF the mesh is moving relative to the object I want to align it to ie. village_b - so I can see it moving.

I didn't set any coordinates in parties tho - I first just wanted to test if the mesh is implemented properbly so I just changed the mesh of village_b withing module_map_icons.py you know?

When I use stone_quarry as a map icon withing module_parties where I can define coordinates I'm sure I could align it with those to the pos. I want to. But when I ever want to just change the mesh of a existing native village map_icon like I did here with replacing it with my stone_quarry icon I wonder why it doesn't work :sad:

any more ideas bro? You seem the only person who kinda could find the issue ^^
 
Hmm, let's put it this way.

1. Just replacing village icon with cave lair icon cannot have any effect on village position or behavior on the world map.
2. Since village position changed in your game, you apparently have changed something else.

Try changing the village icon to other icons (to village icons as well). Where other map icons will be positioned? If they will be at the same place where your cave is, then you have screwed the coordinates. If they will be at the place where you want, then you have screwed the icon mesh.
 
Well I tried more now - changed a lot of castles and villages to my stone_quarry mesh and also changed another town from icon_town to icon_stone_quarry...

sadly in every case my mesh seems moved left/up from the Castles/Village name - i.e. the village is called "Stone Quarry" but the mesh is more to the upper left away from the title.

And I also rechecked the mesh within openBRF - as u can see in screenshot it is aligned with every object I found...it fits there...

I even cant remember that changes withing 3ds max to the object like changing pivot point would affect the position anyhow...

I'm pretty screwed :/ sucks



http://img812.imageshack.us/img812/7429/issue1e.jpg
 
Then yes, your quarry mesh is not at it's proper center.

Which side of the ruler on your screenshot is red - left (inside of quarry) or right (outside of screen)?
 
Then please check that your brf is saved correctly, that it's loaded into the game correctly, that your mesh is referenced correctly by map icon, that there are no name conflicts between your quarry mesh and other meshes.
 
Hmm...if the name is in conflict somewhere the module wouldnt load anyhow dont it? but

Or how could the wrong spelled name ever influence the coordinates :/

Should I send u the .brf files for that icon once if u got to check it on your machine yourself? Mybe it works for you - then I would recreate my whole module folder again.

btw - the module.ini (maybe heres the error)

...
# Change this to 1 if you want to load
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 0

#edit mode should be enabled
#give_performance_warnings = 1


#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

#Cannibal Mod Resources

load_mod_resource = can_map_tex
load_mod_resource = can_map_mat
load_mod_resource = can_map_mesh




load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials
load_resource = materials_face_gen

load_resource = uimeshes
load_resource = meshes_face_gen
load_resource = helpers
...
 
that seems wrong because now it says "Couldn't load "Textures\stone_quarry_diff.dds""

and the meshs position didnt changed cause of that either
 
后退
顶部 底部