Hey everyone. I'm new to these forum and to modding BZ2, at least with adding new models and recently this new ship I'm working on crashes the game. Now I searched through previous topics and can't seem to find a solution. I can open the mesh in BZME and edit it, but as I said, it crashes and produces this code...
---- Battlezone II Log File ----
//=====================================================
App version: Patch 1.3pb4a EDITOR Aug 4 2008 12:11:38
Windows version: Windows Version: 5.1.2600 'Service Pack 3' PlatformID=2
Last few battlezone.log lines (may or may not be relevant):
DIAG|GLOBAL | meshread:2125 |23:42:40|51168 |Building F304 .msh
ERR |Debug | debug:715 |23:42:40|51203 |.\meshread.cpp(1121)
ERR |Debug | debug:716 |23:42:40|51203 |Wed Jul 2 22:54:55 2008
ERR |Debug | debug:717 |23:42:40|51203 |vertfeat->objCount > normfeat->objCount: F304.xsi
(done)
Exception code: 40000015 {Fatal Application Exit}
%hs
Message : Unhandled Exception
Error occurred at 9/20/2008 23:42:50.
C:\Program Files\Battlezone II\BZ2Edit.exe, run by TEST.
2 processor(s), type 586.
Process Memory : 1797 MB free out of 2048 MB total
Physical memory: 1274 MB free out of 1983 MB total
Page(swap) file: 3270 MB free out of 3876 MB total
Fault address: 00587E09 01:00186E09 C:\Program Files\Battlezone II\BZ2Edit.exe
Registers:
EAX:00000000
EBX:7EDECB20
ECX:00000000
EDX:7C90E4F4
ESI:0000005F
EDI:7FCC01C8
CS:EIP:3C001B:00587E09
SS:ESP:20A0023:020A916C EBP:021B137C
DS:7E430023 ES:20A0023 FS:003B GS:756F0000
Flags:00200202
Call stack:
Address Return Function SourceFile
00587E09 00000000 00588410 MatFeature::MatFeature+0x00001F67
00588410 00000000 00588473 FamilyNode::operator=+0x000004C5
00588473 00000000 00589B04 FamilyNode::operator=+0x00000528
00589B04 00000000 005895A3 Mesh::Manager::FindRead+0x0000053C
005895A3 00000000 004FCCDD Mesh::Manager::FindRead+0x0000005B
004FCCDD 00000000 004FC3E0 EntityClass::LoadMeshRoot+0x0000007F
004FC3E0 00000000 0049F6FD EntityClass::EntityClass+0x000001AE
0049F6FD 00000000 00490D68 GameObjectClass::GameObjectClass+0x00000033
00490D68 00000000 004A4DDF CraftClass::CraftClass+0x00000031
004A4DDF 00000000 004CD47C HoverCraftClass::HoverCraftClass+0x0000001A
004CD47C 00000000 004FCA0F WingmanClass::BuildClass+0x0000001F
004FCA0F 00000000 00466CCF EntityClass::Find+0x0000019D
00466CCF 00000000 0059D1AD EditObject::Command::Process+0x000000A2
0059D1AD 00000000 0059D4DC VarSys::VarItem::TriggerCallBack+0x00000018
0059D4DC 00000000 0059CF08 VarSys::VarItem::SetStr+0x0000005E
0059CF08 00000000 00566B3E VarString::operator=+0x00000013
00566B3E 00000000 00568F3D IFaceVar::SetValue+0x000000A6
00568F3D 00000000 005590B6 ICEdit::HandleEvent+0x000002A5
005590B6 00000000 00558378 IFace::ProcessCaret+0x00000167
00558378 00000000 00474584 IFace::Process+0x000001F0
00474584 00000000 0059BF95 MissionHandler::State::EditState::Process+0x00000032
0059BF95 00000000 00471C04 RunCodes::Process+0x0000019F
00471C04 00000000 0059BF95 MissionHandler::Process+0x00000011
0059BF95 00000000 0059B9B6 RunCodes::Process+0x0000019F
0059B9B6 00000000 0045BA0F Main::MessagePump+0x0000004A
0045BA0F 00000000 0045B6F7 HandledMain+0x00000446
0045B6F7 00000000 00458E6F HandledMain+0x0000012E
00458E6F 00000000 005AC7F7 WinMain+0x00000059
005AC7F7 00000000 7C817067 memset+0x00000191
7C817067 00000000 00000000 RegisterWaitForInputIdle+0x00000049
Here is a pic of what it looks like. http://i281.photobucket.com/albums/kk221/divine_crusader/F-404.png?t=1222016919
So I hope someone can help. Thanks in advance.
STARGATE!
I am not sure why you have the problem. I had it a lot until I got the XSI exporter.
BZ2ME errors don't mean anything really, but BZ2 errors... ey
It basically died trying to build the mesh...
Check the number of polygons, with those rounded engines and such it's probably too high for BZ2... If you got it from a 3D site they're not usually optimized for older games. If you made it yourself try cutting down on the number of polygons by excluding pieces until it doesn't crash the game.
-Av-
Ya, its based off of Stargate. Here's another one I worked on...
http://i281.photobucket.com/albums/kk221/divine_crusader/Alkesh.png?t=1222017901
The Al'kesh is basically a port from another mod that had free to use models. Only problem was they're high poly, and most can't be used. The Al'kesh I had to strip of any detail I could just for it to work.
Here is the xsi...
http://rapidshare.com/files/147198337/F306.xsi.html
Of course you would have to had your own textures, but if anyone can it to work, it would be greatly appreciated. Not sure if poly count would be a problem, but I'll replace the engines and see how it does.
Bad texture, warfreak had the same problem earlier. I think you can solve it by resaving the source texture as a tga or pic (whatever it just wasnt).
This part "vertfeat->objCount > normfeat->objCount: F304.xsi" means that the normal section is reduced. It needs to be expanded to have a 1-to-1 mapping, it makes the file larger, but BZ2 requires it. It is find to not have a 1-to-1 mapping in the main mesh section, but the normal requires it. That means there must be a normal line per point, so if there are 4 triangles in a mesh, each with 3 points, then it requires 12 normal lines, even if many of the same value.
(http://www.overminddl1.com/image_scripts/image_sig.php?type=ODL1signitures&image/sig.gif)
Generated by OvermindDL1's Signature Auto-Add Script (http://overminddl1.com) via GreaseMonkey (http://greasemonkey.mozdev.org/)
A few things that might be causing problems is.
The object is too big for the game, you will need "geometryscale" in the odf to make is smaller.
Also the HP might be missing. Inportant hp's are: -
HP_com_1
HP_Eyepoint
and weapons and guns you might have.
if you can post that file it can be a help.
Shane
Thanks for the responses. I have posted the file, third post from the top one. I'll play around with the normal section and see if I can get it right.
its always better o make the model correct sizes rather than use gemoetry scale.
import a standard BZII xsi to youre program if you can... and make adjustments to the size in the program.
I made it the correct size or so I believe. Converted a tank to .obj and imported it to Blender (no working xsi import/exports that I know of), and from there I scaled my ship accordingly.
OK,
I messed with the model, It's not pretty but it loads into battlezone 1.3 pb3 OK.
I do not have the textures so I do not know what it looks like but the textures do look ok.
I had to convert the model using other software I had, there was something wrong with the object makeup that kept on crashing the game... I mashed everything together into one big model. There are no hp's, they will need to be added later, I do not have the time. The model includes hp_eyepoint and hp_com_1 to allow the ship to work in the game, Lights and cannons or rockets need to be added.
The wings and the engines are a little high in detail, but when I put it into the game, it seems to work fine.
Here is my working copy, I also used the ODF Editor to make a odf in seconds.
Hope it is OK for you. Like I said you can edit it.
File Link: - File Removed.
Shane
Awesome, this is great. Thanks for the help. Had the same thing happen with a previous model I was working on a week ago, I'll try and see if joining all the objects into one fixes the problem. Again, thanks for the help.