DexX Posted January 6, 2006 Share Posted January 6, 2006 Allllrighty, so i made my map pieces for SA as a test, following Wauzie's tutorial, combined with the knowledge i already have. I made the model, collision, and re-used textures from an exsting txd. I know the txd is good, because its one that game is already using. I know the collision is good, because i added a shadow mesh to my col file, and i can see the shadow from it ingame, so its loading the col. I used Kam's script to export the DFF, which by all rights should work (all previously exported DFF's have). So as far as i know, all my assets are in tip top condition. I appended the following lines where necessary in my gta.dat- IDE DATA\MAPS\test\test.IDE IPL DATA\MAPS\test\test.IPL and the actual lines IDE objs9700, myfile, myxtd, 290, 0endtobjendpathend2dfxendanimendtxdp IPL # IPL generated from My ass.inst9700, myfile, 0, 1648.9, -1157.0, 30.0, 0, 0, 0, 1, 1endcullendpathendgrgeendenexendpickendjumpendtcycendauzoendmultend In my normal SA install, i simply get an invisible object. In my stripped SA, with the same files, it crashes about 15% though the loading bar. For the stripped one, my guess is the ID number, though i dont know what the lowest accptable value is on a map object, for a stripped SA. On my normal game, im out of ideas. I even tried swapping my stuff for models/textures/collision files that came with the game, and renaming them as necessary, and i get the same errors. The model is solid, i can hit it or shoot it, it the collision casts a shadow, but i cant see the damn thing. Yes i know the txd is good. I did search and found some other people with the same problems as i had. Except the few solutions for them i read, dont seem to work for me. Oh yea, regarding the topic title, i spent roughly 6 hours on this, and im at my wits end Link to comment Share on other sites More sharing options...
DeathSquad Posted January 6, 2006 Share Posted January 6, 2006 This will probably of no help since I'm a zmod user and know nothing about 3dMax and Kam's Script, but is it possible its saving as something other than SA DFF? I spent a good night with the same problem, invis object that was in game and it ended up because I was saving it as a VC DFF, which apparently does work in SA but textures do not appear. But that was more stupidity on my behalf and new to zmod2, I figured cause I selected the SA DFF File Type in the Save Menu, it was going to be a SA DFF, then I noticed there was a pull down menu to select which GTA it should be. But that doesn't explain why the game would crash with a clean game board...In my search 19000 was roughly the 1st open IDE number in the game with nothing above it. Link to comment Share on other sites More sharing options...
solo Posted January 6, 2006 Share Posted January 6, 2006 Could it have anything to do with the version of the game you are using? Isn't the latest version less mod friendly? Link to comment Share on other sites More sharing options...
[email protected] Posted January 6, 2006 Share Posted January 6, 2006 Have you got the newest scripts? Are you exporting to SA dff? Have you ticked the "Skip COL" box? Try doing it with these settings: Did you attach all the objects together? That were all errors I could imagine. Link to comment Share on other sites More sharing options...
DexX Posted January 6, 2006 Author Share Posted January 6, 2006 version 1 of the game, newest scripts from Kam, even tried models (DFFs) taken right from the game, and re-named. something else must be screwed, but i cant see or imagine what But that doesn't explain why the game would crash with a clean game board...In my search 19000 was roughly the 1st open IDE number in the game with nothing above it. For the full game, yea. But im pretty sure its considerably lower in the stripped game, since SA (all 3 cities, the desert and mountain) are deleted Guess i'll delete my map piece and start over from scratch, then troubleshoot it step-by-step. in 2003, i erased and replaced Vice city with my own map, and SA doesn't look drastically different. maybe im losing my touch.. Link to comment Share on other sites More sharing options...
[email protected] Posted January 6, 2006 Share Posted January 6, 2006 Have you named to actual COL (not the filename) after your DFF? Link to comment Share on other sites More sharing options...
DexX Posted January 6, 2006 Author Share Posted January 6, 2006 yea my test.col, has a "myfile" col object inside it. Link to comment Share on other sites More sharing options...
steve-m Posted January 6, 2006 Share Posted January 6, 2006 Change the last value of your ipl line (after the quaternion) to -1. Link to comment Share on other sites More sharing options...
DexX Posted January 7, 2006 Author Share Posted January 7, 2006 Change the last value of your ipl line (after the quaternion) to -1. ...proving once again, that you are the king of modding It worked! on my normal game and my stripped one! http://www.sabrehost.com/~tjbp/dexxhole/gt..._proofocncp.JPG Thanks to everyone else who tried to help too Now i'll just forget that i wasted 6 hours because one value was set wrong....*ahem* /runs away Link to comment Share on other sites More sharing options...
RainingAcid Posted January 7, 2006 Share Posted January 7, 2006 I'd figure it would be something simple.=P Link to comment Share on other sites More sharing options...
dertyjerzian Posted January 18, 2006 Share Posted January 18, 2006 Change the last value of your ipl line (after the quaternion) to -1. That kinda makes me mad I read along thinking I'd get to answer this one with the ol' -1 speech. Good eye. lol. Link to comment Share on other sites More sharing options...
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