Page 2 of 3 FirstFirst 123 LastLast
Results 21 to 40 of 54

Thread: GOAT version 1_1, bug fix release

  1. #21
    paleologos's Avatar You need burrito love!!
    Join Date
    Feb 2011
    Location
    Variable
    Posts
    8,496

    Default Re: GOAT version 1_1, bug fix release

    At what point does it ask you this?

  2. #22
    paleologos's Avatar You need burrito love!!
    Join Date
    Feb 2011
    Location
    Variable
    Posts
    8,496

    Default Re: GOAT version 1_1, bug fix release

    I have python 2.6.6 in my machine and the suit works but I never tried to convert and replace flying missile models and I am interested in doing so, that's why I have such an interest in helping you.
    This is a link to the 2.6.6 version setup.
    Try it and post the results.

  3. #23

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by paleologos View Post
    I have python 2.6.6 in my machine and the suit works but I never tried to convert and replace flying missile models and I am interested in doing so, that's why I have such an interest in helping you.
    This is a link to the 2.6.6 version setup.
    Try it and post the results.
    I really appreciate the help

    I installed 2.6.6 and ran setup.py, it shows this cmd window for a split second but I managed to screenshot it:


  4. #24
    paleologos's Avatar You need burrito love!!
    Join Date
    Feb 2011
    Location
    Variable
    Posts
    8,496

    Default Re: GOAT version 1_1, bug fix release

    For the time being I don't know what else to try.
    What is the setup of your machine?

  5. #25

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by paleologos View Post
    For the time being I don't know what else to try.
    What is the setup of your machine?
    Windows 7 64bit

    This is the problem I have with .cas:



    Spoiler Alert, click show to read: 

    Code:
    Read header, version number = 3.11999988556
    Version number in header is 3.11999988556
    nscenebones as a byte 1
    Read hierarchy, nscenebones = 1
    Exception in Tkinter callback
    Traceback (most recent call last):
      File "C:\Python26\lib\lib-tk\Tkinter.py", line 1410, in __call__
        return self.func(*args)
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationToolbox_v1_1.py", line
     2320, in convertcastoms3dButton
        cas2ms3dConverter( casfilename, txtfilename )
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationToolbox_v1_1.py", line
     433, in cas2ms3dConverter
        stratcasobj.fromfile( fncas, fntxt )
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationLibrary_v1_1.py", line
     5127, in fromfile
        self.timeticks.fromfile( fid, fidtxt )
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationLibrary_v1_1.py", line
     2887, in fromfile
        self.timeticks.fromfile( fid, self.nframes )
    EOFError: not enough items in file



    This is with python 2.6.6 which is why I've been trying to get 2.6.8 to see if that would fix it...

  6. #26
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,125
    Blog Entries
    35

    Default Re: GOAT version 1_1, bug fix release

    2.6.6 is the version to of python to use, in fact I actually have a template for a response every time someone asks:
    Make sure you have a Python version less then 2.7 installed, else install from the applicable download link
    Windows x86 MSI Installer (2.6.6) - for 'regular' operating system
    Windows X86-64 MSI Installer (2.6.6) - for 64 bit operating system
    The error message in GOAT appears to confirm that you have the correct version - it will be related to the model itself, that action is meant for models with a skeleton like captains. I had limited success to convert 'static' models by using the 'RTW battle model to ms3d' function.










  7. #27

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by Gigantus View Post
    2.6.6 is the version to of python to use, in fact I actually have a template for a response every time someone asks:


    The error message in GOAT appears to confirm that you have the correct version - it will be related to the model itself, that action is meant for models with a skeleton like captains. I had limited success to convert 'static' models by using the 'RTW battle model to ms3d' function.
    Thanks a ton! I'll be messing around with this to see if I can get it to work

  8. #28

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by Gigantus View Post
    2.6.6 is the version to of python to use, in fact I actually have a template for a response every time someone asks:


    The error message in GOAT appears to confirm that you have the correct version - it will be related to the model itself, that action is meant for models with a skeleton like captains. I had limited success to convert 'static' models by using the 'RTW battle model to ms3d' function.
    I'm not having any luck with these projectile .cas files - they won't even convert to txt:

    Code:
    Version number in header is 3.11999988556
    nscenebones as a byte 1
    Exception in Tkinter callback
    Traceback (most recent call last):
      File "C:\Python26\lib\lib-tk\Tkinter.py", line 1410, in __call__
        return self.func(*args)
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationToolbox_v1_1.py", line
     2719, in convertcastotxtButton
        convertcastotxt( casfilename )
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationToolbox_v1_1.py", line
     756, in convertcastotxt
        casobj.fromfile( fncas )
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationLibrary_v1_1.py", line
     4176, in fromfile
        self.timeticks.fromfile( fid, fidtxt )
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationLibrary_v1_1.py", line
     2887, in fromfile
        self.timeticks.fromfile( fid, self.nframes )
    EOFError: not enough items in file

    When I use the "convert rtw battle cas", it's just an empty ms3d file with joints. Maybe I'm misunderstanding this? Here is the output:

    Code:
    versionnumber = 3.11999988556
    first chunk length = 337
    current position = 379
    current offset   = 379
    chunk length     = 460
    next offset      = 839
    Read a chunk....
    bone_pelvis, , -1, 0.0, 0.0, 0.0
    bone_rthigh, bone_pelvis, 0, -0.095239, 0.00752, 0.0
    bone_rlowerleg, bone_rthigh, 1, -0.1178, -0.456929, 0.014396
    bone_rfoot, bone_rlowerleg, 2, -0.141963, -0.856436, -0.017238
    bone_abs, bone_pelvis, 0, 0.0, 0.212462, 0.0
    bone_torso, bone_abs, 4, 0.000295, 0.42402, 0.0
    bone_head, bone_torso, 5, 0.000357, 0.658993, 0.0
    bone_jaw, bone_head, 6, 1e-06, 0.669803, -0.003447
    bone_eyebrow, bone_head, 6, -0.001327, 0.776841, -0.074461
    bone_rclavical, bone_torso, 5, -0.01296, 0.554031, -0.027384
    bone_rupperarm, bone_rclavical, 9, -0.178319, 0.502247, -0.023901
    bone_relbow, bone_rupperarm, 10, -0.480525, 0.513386, -0.03767
    bone_rhand, bone_relbow, 11, -0.764362, 0.51033, -0.011332
    bone_lclavical, bone_torso, 5, 0.010517, 0.554031, -0.027384
    bone_lupperarm, bone_lclavical, 13, 0.178319, 0.502247, -0.023901
    bone_lelbow, bone_lupperarm, 14, 0.480492, 0.513442, -0.038332
    bone_lhand, bone_lelbow, 15, 0.764293, 0.510242, -0.011628
    bone_lthigh, bone_pelvis, 0, 0.095239, 0.000752, 0.0
    bone_llowerleg, bone_lthigh, 17, 0.116848, -0.463392, 0.023078
    bone_lfoot, bone_llowerleg, 18, 0.141925, -0.86203, -0.017534
    bone_weapon_weapon01, bone_rhand, 12, -0.764362, 0.51033, -0.011332
    bone_weapon02, bone_rhand, 12, -0.764362, 0.51033, -0.011332
    bone_weapon03_shield_shield01, bone_lhand, 16, 0.764293, 0.510242, -0.011628
    total number of verts = 0
    total number of faces = 0
    
    
    Writing ms3d file: C:/Users/Aleksi/Desktop/GOAT/projects/weapons\weapon_javelin_
    high.ms3d
    Wrote ms3d vertex section, had 0 vertices
    Preparing to write 0 triangles
    Wrote ms3d triangle section
    Wrote ms3d group section
    Wrote ms3d material section
    Wrote ms3d keyframer data
    Wrote ms3d joint section
    Wrote ms3d first subversion number
    Wrote ms3d group comment section
    Wrote ms3d material comment section
    Wrote ms3d joint comment section
    Wrote ms3d model comment
    Wrote ms3d second subversion number
    Wrote ms3d weight section

    All I'm trying to do is make an axe projectile btw.

  9. #29
    paleologos's Avatar You need burrito love!!
    Join Date
    Feb 2011
    Location
    Variable
    Posts
    8,496

    Default Re: GOAT version 1_1, bug fix release

    Did you try treating the CA *.cas file as a RTW file, I mean use the importer script for 3DSmax, developed for RTW modding?

  10. #30

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by paleologos View Post
    Did you try treating the CA *.cas file as a RTW file, I mean use the importer script for 3DSmax, developed for RTW modding?
    Nope, I just have milkshape... Did that work for you?

  11. #31
    paleologos's Avatar You need burrito love!!
    Join Date
    Feb 2011
    Location
    Variable
    Posts
    8,496

    Default Re: GOAT version 1_1, bug fix release

    I haven't tried it with the cas files from M2TW but I have used that script to port RTW cas files to 3dsmax.
    3dsmax can export to .obj which is workable in ms3d.
    I know that this will be a messy procedure if it is even possible.

  12. #32

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by paleologos View Post
    I haven't tried it with the cas files from M2TW but I have used that script to port RTW cas files to 3dsmax.
    3dsmax can export to .obj which is workable in ms3d.
    I know that this will be a messy procedure if it is even possible.
    Yeah it seems pretty messy already hahaha.


    Do you know if it's possible to use a .mesh for a projectile model instead?

  13. #33
    paleologos's Avatar You need burrito love!!
    Join Date
    Feb 2011
    Location
    Variable
    Posts
    8,496

    Default Re: GOAT version 1_1, bug fix release

    I don't know for 100% sure but I believe "no" is a very (99.99%) educated guess.
    The game engine will be looking for a specific file, both it's name and it's type/format.

  14. #34

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by paleologos View Post
    I don't know for 100% sure but I believe "no" is a very (99.99%) educated guess.
    The game engine will be looking for a specific file, both it's name and it's type/format.
    Ahh yeah I did try using mesh files there and it didn't work.

    I'm starting to think maybe it's actually a problem with my python install or GOAT version or how I'm using it?

    It won't convert meshes either for some reason, it just says this:

    Code:
    Mesh to Ms3d Conversion Cancelled.
    
    
    Reading mesh file: C:/Users/Aleksi/Desktop/GOAT/projects/humanunits/viking_raide
    rs_lod0.mesh
    Read mesh file header, mesh is variant (siege engine)
    Read mesh triangle section, number of groups = 24
    Read mesh uv section
    Read mesh weight section
    Read mesh vertex section

  15. #35
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,125
    Blog Entries
    35

    Default Re: GOAT version 1_1, bug fix release

    I gave it a shot for the default onager rock and weapon_javelin_high. The rock converted (RTW convert), the javelin according to GOAT had no vertices - a no show.

    Edit: missile_ballista_bolt_high worked fine - it could be simply the size or a required min number of vertices: the javelin is 1Kb, the rock 3KB and the bolt 5KB

    I might be wrong, but I thing castotxt is meant for animations, at least that's my default directory when I open that function - and it's meantioned in the animation tutorial\guide. Here are the two guides if it is of any help.

    Edit2: I uploaded both PDF's here at TWC and added the link to the original GOAT thread.
    Last edited by Gigantus; August 01, 2017 at 10:29 PM.










  16. #36

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by Gigantus View Post
    I gave it a shot for the default onager rock and weapon_javelin_high. The rock converted (RTW convert), the javelin according to GOAT had no vertices - a no show.

    Edit: missile_ballista_bolt_high worked fine - it could be simply the size or a required min number of vertices: the javelin is 1Kb, the rock 3KB and the bolt 5KB

    I might be wrong, but I thing castotxt is meant for animations, at least that's my default directory when I open that function - and it's meantioned in the animation tutorial\guide. Here are the two guides if it is of any help.

    Edit2: I uploaded both PDF's here at TWC and added the link to the original GOAT thread.
    Thanks so much for your help! There's now only 1 thing holding me back and that is the error I get when I try to convert ms3d to cas.


    GOAT gives me this:

    Code:
    Reading ms3d file: C:/Users/Aleksi/Desktop/GOAT/projects/weapons/temp/missile_ba
    llista_bolt_high_lod0.ms3d
    Read ms3d vertex section
    Read ms3d triangle section
    Read ms3d group section
    Read ms3d material section
    Read ms3d keyframer data
    Read ms3d joint section
    Read ms3d first subversion number
    thecomment is body
    Object01
    0
    
    
    ntoks is 4
    Read ms3d group comment section
    Read ms3d material comment section, number of comments = 0
    Read ms3d joint comment section
    Read ms3d model comment
    Read ms3d second subversion number
    Read ms3d weight section
    
    
    Top Level Info from the .ms3d file
    self.isregular        = True
    self.ismount          = False
    self.lodname          = characterlod0
    This ms3d file has self.isregular = True
    Exception in Tkinter callback
    Traceback (most recent call last):
      File "C:\Python26\lib\lib-tk\Tkinter.py", line 1410, in __call__
        return self.func(*args)
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationToolbox_v1_1.py", line
     2345, in convertms3dtocasButton
        ms3d2casConverter( ms3dfilename, casfilename )
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationToolbox_v1_1.py", line
     492, in ms3d2casConverter
        ( header, hierarchy, timeticks, bonesection, meshdatasection, footer ) = ms3
    dobj.makestratcasSections( fnms3d )
      File "C:\Users\Aleksi\Desktop\GOAT\GameObjectApplicationLibrary_v1_1.py", line
     13054, in makestratcasSections
        tokens             = mcomments[0].comment.split( '%%' )
    IndexError: list index out of range

    Modeler's toolbox gives me this:

    The conversion of the .MS3D model "missile_ballista_bolt_high_lod0.ms3d" has failed during the transformation process: this is normally caused by system errors (file sharing, input/output, security permissions). Exception message: "index was outside the bounds of array".

  17. #37

    Default Re: GOAT version 1_1, bug fix release

    I found this thread: http://www.twcenter.net/forums/showt...AT-v1-1-Errors

    It says this:

    Error: IndexError: list index out of range or AttributeError: 'ms3dObject' object has no attribute 'groupcommentsection'
    Cause & Fix: Group comments are missing. Check if all groups have comments.

    I'm not sure what this means though?

  18. #38
    Gigantus's Avatar I am not special - I am a limited edition.
    Patrician took an arrow to the knee spy of the council

    Join Date
    Aug 2006
    Location
    Goa - India
    Posts
    53,125
    Blog Entries
    35

    Default Re: GOAT version 1_1, bug fix release

    Every model group is supposed to have a comment.











  19. #39
    paleologos's Avatar You need burrito love!!
    Join Date
    Feb 2011
    Location
    Variable
    Posts
    8,496

    Default Re: GOAT version 1_1, bug fix release

    Aleksi is trying to convert the models of flying projectiles, like javelins, arrows etc.
    I think he wants to make a throwing axe projectile.
    These models don't have a variety so they don't need comments and they are *.cas files, like in RTW.
    As a matter of fact I believe that RTW and M2TW are using the very same projectile models.
    In this case I believe the conversion program is "protesting" a RTW file not being a M2TW file.

  20. #40

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by Gigantus View Post
    Every model group is supposed to have a comment.
    I checked and it does exactly the same. Mine does have a ton of joints though - that wouldn't be a problem, right?




    Quote Originally Posted by paleologos View Post
    Aleksi is trying to convert the models of flying projectiles, like javelins, arrows etc.
    I think he wants to make a throwing axe projectile.
    These models don't have a variety so they don't need comments and they are *.cas files, like in RTW.
    As a matter of fact I believe that RTW and M2TW are using the very same projectile models.
    In this case I believe the conversion program is "protesting" a RTW file not being a M2TW file.
    Yeah that's what I'm trying to do. Should I find a RTW conversion program or something?




    Thanks for the help guys.

Page 2 of 3 FirstFirst 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •