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having trouble figuring out what's wrong with my mod...

  1. #1

    having trouble figuring out what's wrong with my mod...

    hello all, i just recently got interested in modding hw2. ive been through about every tut in the tanis shipyards but i'm still having trouble getting my new models to work.

    when i load up a game it loads all the way until dustcloudgroups and then it goes to desktop. ive gone over my .ship file and my .hod so many times ive lost count. and i have no idea what i should be looking for in the .log (and i thought .ships were a bunch of gibberish, geez lol)

    log info


  2. #2
    Member Dim@'s Avatar
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    Not again!

    The file you are looking for is "Hw2.log"
    NOT errorlog.txt!
    Destroying things is easy.
    Creating things is hard.
    Creating things in order to watch them explode is just plain fun.

    Explosion Damage Script, Scripting Tutorial

  3. #3
    yea sorry, ive noticed quite a few people doing this, i wasn't really sure about it. i can't seem to find this ".log" anywhere


    edit: my bin/logfiles folder is empty i don't know where else to look

    i'm guessing this would be the only other thing...but it's not a .log, i can't find anything with a .log extension anywhere.

    log?

    Last edited by mrlaird; 29th Mar 10 at 1:29 AM.

  4. #4
    Member Dim@'s Avatar
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    This is the right file.
    And it IS called Hw2.log.
    Perhaps you don't have your system showing extensions?

    That doesn't show any errors.

    Try adding "-luaTrace" to your shortcut (after "-overrideBigFile")

  5. #5
    strange...it does show up just as a txt though. anyway it's still doing the same thing with the -luaTrace in there.

    log


  6. #6
    you are using v1.0 of homeworld 2. You need to update it to version 1.1.1

  7. #7
    ugh...still the same

    log


  8. #8
    UTIL -- filepath failure, path doesn't exists 'E:\Program Files (x86)\Sierra\Homeworld2\data\locale\english'
    That is where your next problem is. Either with the english.big or with the file(s) you are overriding.

  9. #9
    Quote:
    UTIL -- filepath failure, path doesn't exists 'E:\Program Files (x86)\Sierra\Homeworld2\data\locale\english'

    That is where your next problem is. Either with the english.big or with the file(s) you are overriding.
    i'd tried doing that before but all it did was change all my menu buttons to the $1234 stuff

  10. #10
    Try going into a bit more detail:

    Which files have you added to the HW2 folder? Make sure you only included files that you have made a change in.

    Have you only added a single ship, or have you done more than this`?
    Babylon 5: War Without End Official Site.

    "I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.

  11. #11
    yea i was a little vague :-/ haha.

    Well i am using the famed "data.exe" but i do have a unfBig if extracting the big file is any easier, I added to the race/startingfleet/buildingresearch for the race, and my ship (yes only one so far) into the data/ship directory. i tried just using a gimble of an already ingame weapon on it. I've tried just throwing the ship in with the startingfleet of the hiigs and it still does the same thing... im figuring it has to do with it's .ship file.

    .ship



    or i did have an idea though, is it possible that a model could be too large for the game to cause it to crash?

  12. #12
    Member Dim@'s Avatar
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    Um, this line:

    Code:
    StartWeaponConfig(NewWeaponType, "Gimble", "Missile", "vgr_heavymissile", "Normal", 2500, 10000, 0, 0, 0, 2, 0, 0, 0, 4.0, 0.0, 0.0, 1, 0, 120, 120, 1.0, "Normal", 1, 0, 0)
    Should be in a *.wepn file, in the weapon folder, not in the *.ship file.

  13. #13
    really? i was under the impression if you wanted to modify the weapon then you'd put it in the .ship...oh well, umm but yea still nothing.

    log.... again


  14. #14
    Member Dim@'s Avatar
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    Have you read the Making the Keepers a Playable Race tutorial?

    It describes, in detail, EXACTLY what you need to do to make a weapon.

  15. #15
    Have you read the Making the Keepers a Playable Race tutorial?

    It describes, in detail, EXACTLY what you need to do to make a weapon.
    yea that was actually the first thing i did. i can sit and do it w/o having to even look at the tutorial now. it would be nice if somebody could post a more "advanced" topic of the same thing. i only understand what moe has explained in his topic, so sort of what he showed i don't understand anything else that would go into these files.

  16. #16
    Member MatthCoFreak's Avatar
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    Was thinking of doing a "Create your ship from scratch and get it ingame" tutorial someday. Maybe I should start working on it.
    Lead developer of the Homeworld: Blue Planet TC.
    Member of The Apocalypse Project TC for Freespace 2.
    To all newbies : remember to use S110's clean data.
    Latest version of CFHodEd.

  17. #17
    Was thinking of doing a "Create your ship from scratch and get it ingame" tutorial someday. Maybe I should start working on it.
    haha that would be greatly appreciated ^_^

  18. #18
    Member Dim@'s Avatar
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    Doesn't that kind of exist, though?

    Keeper's tutorial?

  19. #19
    That's more of a 'Create your ship from an existing ship' without the additional bits like which files you need etc.

    After a month of adding stuff I still keep figuring out 'doooh you also need that to make it work like I want' so some sort of tutorial for beginners would probably be good.

    Then again, it isn't that hard to figure out for yourself. It's just time-consuming and sometimes quite frustrating.

    Though, let's be honest, does anyone really create ships from absolute scratch? I tend to copy existing stuff and modify it as needed/add things to it. Never mind, I think this went a little off topic.

  20. #20
    does anyone really create ships from absolute scratch? I tend to copy existing stuff and modify it as needed/add things to it
    well i did for this, and i'm sure im not the only beginner that tried.

    I would just copy the existing stuff but i want my model in there. if i had a spare .hod that i could just tinker with i'd be fine but none of the other .ship/.events files are accompanied by a .hod file besides the bentus so i'm lost as to how i would mess with a ship that's already in the game.

    EDIT: Ok i must be tarded because i obviously messed something up somewhere, I totally restarted, remade the keeper as playable and i've made a "new ship" folder with a copy of the bentus files in and i simply replaced the bentus model with my own, and it finally works! uhh kinda

    now here's the kicker...my ship should be flying horizontally, but instead it is standing vertical, front facing down and top facing back. now i know this has something to do with the xyz values of the model. is it possible or how would i change this in wings3d?
    Last edited by mrlaird; 30th Mar 10 at 7:18 PM.

  21. #21
    Member Dim@'s Avatar
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    none of the other .ship/.events files are accompanied by a .hod file
    That's because the *.hod files were not included in data.zip, since they take up a lot of space.
    You need to extract those yourself.

    If you want to, I found this useful, extract the whole *.big file somewhere, then paste in data.zip (overwriting the compiled files). Then, you can also overwrite with the RDN tool files, which are better than the data.zip ones. Either way, you now have the entire contents of Homeworld2.big, and you do not need to extract it again.

  22. #22
    What dim@ said is exactly what I've done concerning the HODs.

    As for the ship, you probably got the axis mixed up in Wings. Shoot me if I'm wrong but Blue (Z) is forward, green (Y) is up and red (X) is left/right.

    You can whole hods in cfhoded up I wouldn't do it unless you dont' have an alternative. The editor sometimes really screwes up the hod when you do that. If you don't want to use wings again, there is a transform mesh option in cfhoded but you're better off just geting the model fixed in wings.

    I've found (use wings myself) that importing an existing .obj (ok you'd have to extract the .hods out of the game files and then extract a mesh out of those) and using that as a size and direction reference is the simplest.

    Hope this made any sense. It's late/early...

  23. #23
    the bentus .hod seems to work fine but this will definately be easier thanks dim@, but one thing is there something that will get rid of the gibberish in the .ship files?

    oh and i found the rotation button in CfHODed and fixed my models so they fly straight now.

  24. #24
    once the files have been 'un-bigged' they then need to be decompiled to make them readable. luaDC or the batch luadc can be used for this.

  25. #25
    i should be safe just moving the .hods to the ships when i want to use them tho right? that's all i wanted..i still have the already decomped .ships. besides i can't seem to find a working link for LuaDC or CFLuaDC

  26. #26
    Yes that works fine. The HODs are usable as is out of the big, just copy them into your folder with the decompiled luas.

    Something to remember is that some ships also need .mad and .madstate files (animations) to work correctly and may look odd without them.

  27. #27
    Member MatthCoFreak's Avatar
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    You can whole hods in cfhoded up I wouldn't do it unless you dont' have an alternative. The editor sometimes really screwes up the hod when you do that. If you don't want to use wings again, there is a transform mesh option in cfhoded but you're better off just geting the model fixed in wings.
    I never had any issue with CFHodEd screwing things up, believe me, I always have to transform the meshes somehow when creating a new hod from scratch (which I have to do very often as I work for HHF and I'm their only hodder) and given that I know zilch about modeling and don't even have a modeling software on my computer, I always use the transform option of CFHodEd for that. It is perfectly stable and I have yet to see anything screwed up by CFHodEd. Excepted, of course some issue during importing, but once it's correctly imported, you can do whatever you want with it.

  28. #28
    I know.

    I was talking about the 'rotate hod' option that rotates the WHOLE hod. That Transform is stable I know. I use that all the time too.

    Sorry if I was unclear.

  29. #29
    ok well im happy now...^_^ ive replaced some of the models, moved hardpoints yadayada...

    but now i'm having problems with the shaders in the cfhoded and my textures...parts are glowing that shouldn't and it looks smeared (like spilling bleach on blue jeans.) if i just leave the old hw2 shaders for the original models it still works...just not what i'm looking for.

    maybe there was a tutor i overlooked?

  30. #30
    What exactly do you mean with shaders? The shader for ships should always be set to 'ship' (without the '').

    If you mean the textures, there are two textures used by every model, $diffuse and $glow. The first tells the game what colors to use where + primary team color (I think) and the second tells the game how to light the model + sedondary team color.

    There's a pretty comprehensive tutorial on textures here, as for importing the textures, follow the example set by the existing ships.

    Edit: oh yeah, I've found when importing from wings --> hoded you need to watch out for two things:

    1) make all edges hard in Wings (select edges --> hardness --> hard)

    2) Do not reverse UV map and do not recalculate normals when importing to CfHodEd.

    Hope this helps somehow.
    Last edited by mololu; 31st Mar 10 at 1:02 PM.

  31. #31
    What exactly do you mean with shaders?
    i mean by the shader parameters in the materials tab, my ships glow where they shouldn't.

    oh and thanks for the pointers on wings....good thing i dont even know what half that stuff is so i doubt i'll mess that up :P

  32. #32
    If they glow where they shouldn't, it's probably something with the $glow part of the material, at least that's what it sounds like. Parts that are green on the $glow texture will glow ingame.

  33. #33
    that's the thing idk what it is. i'm afraid to remove any of original shaders because idk what it's going to do.

    EDIT: if i knew what the $mask $glow $diffuse actually ment that would be helpful too
    Last edited by mrlaird; 31st Mar 10 at 1:37 PM.

  34. #34
    $mask is for the badge.

    $diffuse is the color of the model (as in the normal texture you apply in wings, with the skin you want on the model).

    $glow is the same texture as $diffuse except that the shades of blue are used to determine how light/dark that area of the model is. On this layer, any parts made green will glow.

  35. #35
    ok...umm badge? lol

  36. #36
    Essentially, it's a team logo. It's the symbol you see on the side of your ships. It has its own shader for some reason.

  37. #37
    oh ok then, well ive got my smaller ships figured out now...just some of my bigger ones have more than one texture and i just have to figure how to get them all to work on there....

    it seems the shader parameters are effecting how they look and where they are but i dont know how/why. i.e. i'll import both textures but they both cover the same places unless i mess around with the shader parameters then they invert posistions. it looks like one is supposed to be a low quality and the other's a high quality.

    EDIT: nothing nevermind
    Last edited by mrlaird; 31st Mar 10 at 11:44 PM.

  38. #38
    well the stretch of good luck is over....

    i now have a new problem....i cannot zoom out from my mothership without it dissappearing.





    i haven't the slightest clue where i would begin to fix this one

  39. #39
    Member Dim@'s Avatar
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    This line in the *.ship file:
    Code:
    NewShipType.meshRenderLimit =
    Change it to something bigger. It controls at what distance the ship stops rendering. (Which may be relative to the CM, or other values, but anyway, if you make it big it will work).

    Also, may I suggest that you go through the ship file and read values. Many of them are quite useful and self explanatory. Some are not particularly obvious, but you can work them out if you try them, or look them up here, on Karos Graveyard, or in the RDN tools ShipTuning.xls spreadsheet (which is what the devs used to make those ships originally).

    PS:
    Here is the section of Karos Graveyard about *.ship variables:
    http://hw2wiki.net/wiki.hw2.info/VariableShip.html

    And this is what it says about meshRenderLimit:
    meshRenderLimit = <fDistance>: The screenspace size that defines when the mesh stops rendering and only TO remains. • The distance at which the ship disappears from view.
    EDIT: Hmmm ... according to that, you might need to make it smaller ... try both ways. I normally take the line from the *.ship of whatever ship's hod I'm using, or as close as possible in size to it.
    Last edited by Dim@; 1st Apr 10 at 1:12 AM.

  40. #40
    This behaviour might also be caused by missing LOD meshes.

    Homeworld uses so called Level Of Detail. Lod 1 has the most polies, lod 3 (or 4) has the least. They're used to cut down the ammount of polies needed to be rendered when ships are far away.

    If you only added one LOD but the .ship file has multiple LODs, it will disappear as soon as the game switches LOD (specified by camera distance from the ship).

    Two ways to fix this:

    1) Add more LODs to the mesh in the HOD

    or

    2) look at the following lines in the .ship that describe when the LOD is to be changed:

    Code:
    NewShipType.upLOD = 4000
    NewShipType.upLOD = 5950
    NewShipType.downLOD = 4015
    NewShipType.downLOD = 5965

  41. #41
    Member MatthCoFreak's Avatar
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    Have a look on all the lines containing "LOD" too. If your mesh doesn't have any LOD, remove all those lines from your .ship.

  42. #42
    i went and changed the up/downlod in the .ship file and its fine now, thanks much ^_^.

  43. #43
    okay i have a few final questions, then i should be good (hopefully :P ),

    my mothership is still a little bit too big for the hyperspace plane, is it possible to make it bigger? or even change the fx completely?

    pertaining to weapons development, i have figured out how to add my new weapons, add impact sounds for the weapons, and change weapon parameters (.wf settings, weaponfire scripts, etc)

    when i was adding audio to my new weapon i noticed in the weaponfire scripts you can alter where my weapon gets it's impact sound from but i didn't see where you can change the sound the weapon makes when it fires.

    i hadn't looked at them but i figured i would also need to ask about it anyways. in the art/fx for the weapons, is it possible to change the colors of projectiles (i.e. changing lasers from blue to red (lasers are all i'm really interested in color changing if it's possible.))

    also i really appreciate the help you guyss have given me so far, everything ive done so far works perfectly.

  44. #44
    Member Dim@'s Avatar
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    my mothership is still a little bit too big for the hyperspace plane
    What do you mean by that? If you mean the plane doesn't quite cover it, you need to increase the size of the motherships' Collision Mesh (The bounding box determines the size of the Hyperspace effect). Changing the fx is limited to variations on the theme of a square covering your ship up, unfortunately - it is hardcoded.

    For the weapon sound, I think "hit_sfx" is the hit sound, "nopenetrate_sfx" is the sound of hitting a defence field, and "bullet_sfx" is the sound of firing. But I may be wrong.

    And yes, you can change anything you like about a weapon, from it's sound and colour to it's shape and size. You can alter the scripts in the art\fx folder manually, or you can use the FX Tool, (available in the RDN tools), which is a bit buggy. To change the colour only, you can simply modify the textures to different colour ones.

  45. #45
    To change the colour only, you can simply modify the textures to different colour ones.
    i can do this in GIMP 2 right?

    EDIT: never mind, i found that the weapon i'd decided to mod didn't have the fire_sfx line, it was just missing that. seems to be missing from karos also, maybe there's a way somebody can update the weaponfire.

    EDIT: also is there an area in there concerning art/fx .luas? because it seems like there's variables in there to change width and such but i have no idea whats going on.

    parameters are epsilonwidth and width with 4 variables which i assume to be (not sure), x, y, z (1, 2, 3, 4)
    Last edited by mrlaird; 4th Apr 10 at 4:52 PM.

  46. #46
    before someone calls grave digging *which yea it technically is* im currently deployed in the military and had gone to an area that lacked interenet....but anywho umm i figured i would have got a response by now >.>

    ive also came upon a new issue of creating engine burns...im fine on my smaller ships but they just look silly on the bigger ones and i'm not even really sure where to start on making a bigger burn.

    any help is always appreciated

  47. #47
    Member ajlsunrise's Avatar
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    First off... This is technically in the wrong forum... I'll PM a moderator shortly to have them move it for ya.

    Second... I'm not entirely sure what your question now is about. From what I see, everything has been answered already.

  48. Modding Senior Member Dawn of War Senior Member  #48
    Fixin yer bonez! Grabnutz's Avatar
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    moving to main forum

  49. #49
    First off... This is technically in the wrong forum... I'll PM a moderator shortly to have them move it for ya.

    Second... I'm not entirely sure what your question now is about. From what I see, everything has been answered already.
    ah cool thanks..

    well i'd been looking at the tools and found the .rot tool and got my colors changed or the lasers so that's fine, but now I had an idea about changing the size. Would it work if i just changed the size of the graphic in .dds format in photoshop?

    As for the engine burns, i don't want a glow on my bigger ships... i would just like to have a larger burn. and when i make any changes to the values in the setEngineBurn line of my .ship files i end up with a quite large, but funky/pulsing burn that i can't see unless im zoomed into the burn itself then i can't see anything else. essentially it looks like my ships have a sun following them around.

    I just wanted to know if there was a way i could export a smaller one from another ship and import it into wings3d or some other program so i can see what i'm doing instead of randomly punching in a bunch of numbers and restarting the game over and over.

  50. #50
    Member MatthCoFreak's Avatar
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    well i'd been looking at the tools and found the .rot tool and got my colors changed or the lasers so that's fine, but now I had an idea about changing the size. Would it work if i just changed the size of the graphic in .dds format in photoshop?
    I'd say yes, try that. If not, there are other ways to achieve that.
    I just wanted to know if there was a way i could export a smaller one from another ship and import it into wings3d or some other program so i can see what i'm doing instead of randomly punching in a bunch of numbers and restarting the game over and over.
    You'll see that HW2 modding is a lot of trial-and-error

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