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  1. #1

    Default imported model causing crash on load

    I am attempting to add a modified Gondor soldier into TATW.

    I imported the milkshape3d model I was provided into Max using the script. I modified it in max, keeping the skin modifiers exactly how they were. I exported it using the same script and encountered no errors. I then used the program for converting ms3d models into .mesh models. Same deal with the texture, essentially. I put the files in the same place as the gondor militia files and altered the modeldb file to point to the my file instead of whichever file it was pointing to, and did the same for the texture entry next to it.

    Whenever I start TATW it crashes before the splash screen. This is what the log says

    15:05:07.226 [system.rpt] [always] CPU: SSE2
    15:05:07.228 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
    15:05:07.232 [system.io] [always] mounted pack packs/data_0.pack
    15:05:07.233 [system.io] [always] mounted pack packs/data_1.pack
    15:05:07.235 [system.io] [always] mounted pack packs/data_2.pack
    15:05:07.236 [system.io] [always] mounted pack packs/data_3.pack
    15:05:07.237 [system.io] [always] mounted pack packs/data_4.pack
    15:05:07.238 [system.io] [always] mounted pack packs/localized.pack
    15:05:10.802 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    (not very specific, i know)

    Any ideas how i could have frakked it up?

    EDIT: I checked the file sizes and it's in the same ballpark as the other units there, so I'm pretty sure I am not missing any data. I will keep trying things and keep this post updated.

    EDIT2: Changing the model back to the original model but using my saved texture causes a different error, but later on when I am loading my test campaign map battle. The game crashes while loading the battle map, instead of going through with the load and simply using my texture in place of the standard gondor militia texture (which should just make them look mostly black and crappy). Leaving the model in and changing the texture to default results in the first crash, described in the earlier part of this post.



    Spoiler Alert, click show to read: 





    The model is a slightly modified version of one that Taro_M gave me to learn with.
    Last edited by Turambar87; September 17, 2009 at 03:09 PM.

  2. #2

    Default Re: imported model causing crash on load

    Probably the models name does not match what's in the .db, or the string lengh is wrong.

  3. #3

    Default Re: imported model causing crash on load

    that did it! it was the string length. Now I can do an art pipeline! yay! +rep for you.

    Also, while we have issues here, does anyone know a way to preserve 3dsmax smoothing groups across the conversion process? In the MS3D->Mesh converter, it shows no smoothing groups in its model preview.

    Yeah, it's the exporter that's killing the smooth data. This is the same model, immediately before export, with the imported resulting file placed next to it



    The polygons on the resulting file have all sorts of confusing smooth information, with multiple smoothgroups for many polygons seemingly chosen at random. Is there any way to fix, or should I fix the problem the other way I know, which involves adding extra polygons and being inefficient.

    I am using the ms3dImportExport_ver1_3.ms max script to export.


    OK! Another question if anyone is answering. I can make normal maps, and I figured out how the game does reflectiveness, but where does the game do specular? I will do research myself as well
    Last edited by Turambar87; September 17, 2009 at 09:16 PM.

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