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Export problems


SnowFella

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I'm working on getting my second tracked vehicle ingame and running and I've come across something pretty weird. Everything looks ok aslong as it's stationary but as soon as it starts moving something really funky happends.

pbv_problem.jpg

Top left is stationary, other 3 are after it's started moving.

I'e gone through the helper points time and time again but nothing seems to be off.

Anyone got any ideas???????

Snow

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I had that happen to my police car for my NHR mod. Instead of moving foward it would just flip end over end. I sent it over to chems and i think i didnt have something grouped right or an axle wasnt in the right place.

This also happened. :ph34r:

policecarprob.jpg

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I take it your first model worked right? How do they compare in Max? I would guess it's either 1. model not pointing down x-axis, 2. helper points rotated, or 3. export coordinates wrong (with your experience I don't suspect 1 or 3). I seem to recall having problems when I added helper points before rotating the model to face the right way. I had to delete and re-do all the points. Also some of the helper point names seem to be case sensitive.

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@Cobaka: thanks for the input mate, can't say I have all to much experience in these matters though as I've only done one tracked vehicle before and that worked on the first attempt....can we say "beginners luck" ppl? :rofl:

I acctually used my first tracked vehicle to do a scale comparison with so I'm very sure this one is pointing along the X-axis. All helper points were placed in the top viewport so I doubt they are rotated, I'll start swapping them one by one for new ones just to make sure.

As for export co ordinates...kinda lost me there mate! I've used the same export settings that I'm using for this one to re-export my old vehicle and that one still works fine ingame.

Only thing I can think off off the top of my head that could of messed things up, that's unless it is a helperpoint that's off, would be that after tagging most of the model I noticed it wasn't centred to the origin point (off in x and y) so I repositioned the whole mesh and helpers to match the origin. Not sure if this would mess anything up though as I didn't rotate anything.

I'll keep on trying in the morning to export this sucker, atleast I've gotten some time to work on the texture while trying to figure this out.

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Those are the only things that I can think of that would affect the coordinate system, which seems to be the problem. I once had the helicopter rotor blade helper rotated and it spun around the model like that, so that's why I thought of it.

Also, do you have the BMP reference model from Piggyson's site? I can get it to you if you need.

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Sounds like I just might have to do that, I've gone over the grouping and helpers time and time again and just can't find anything that would be off. :huh:

Only thing that's different in the groups if I compare to my earlier CV9040C model is that the weapon helper for the MG is inside the maingun group (the CV has it in the turret groups and that works fine), the BMP reference however suggests that the MG helper can be placed inside the maingun group.

I just can't make sense of it! :wacko::wall:

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Yup, she's ingame and running fine now :D

Thanks for finding the bug in the trackgroup mate, weird thing is that it was tagged ok but GR just didn't like it for some reason <_<

And now I'm finding even more fun limitations of the GR engine, seems a vehicle won't engage another vehicle unless it has a maingun set to use a .prj file. Guess this is going to have to be a antipersonell vehicle only, was atleast hoping it would be able to knock trucks and jeeps out :(

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