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Problem with custom entities (invisible)
UnknownCharacter999 Offline
Junior Member

Posts: 5
Threads: 1
Joined: Aug 2012
Reputation: 0
#1
Problem with custom entities (invisible)

hello
I have a strange problem. I have to say that I'm newbie to scripting etc. Straight to the point: I read a few posts on how to create custom entities, but it was a waste of time. After that I tried to do it myself, but Amnesia and lvl-editor just don't see this
entity, or "modelview.exe has stopped working" if i load custom entity with modelview\editor\leveleditor
I am creating a total conversion and tried to create a folder 123_entities instead of creating a folder "123" in "entities". This option failed.
Edited .ent, .mat and .dae, but doesn't help. resources.cfg and main_init.cfg also edited

.dae

<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset>
    <contributor>
      <author>marc</author>
      <authoring_tool>Maya7.0 | ColladaMaya v3.05B</authoring_tool>
      <comments>ColladaMaya export options: bakeTransforms=0;exportPolygonMeshes=1;bakeLighting=0;isSampling=0;
curveConstrainSampling=0;removeStaticCurves=1;exportCameraAsLookat=0;
exportLights=1;exportCameras=1;exportJointsAndSkin=1;
exportAnimations=1;exportTriangles=1;exportInvisibleNodes=0;
exportNormals=1;exportTexCoords=1;
exportVertexColors=1;exportVertexColorsAnimation=0;exportTangents=0;
exportTexTangents=0;exportConstraints=1;exportPhysics=1;exportXRefs=1;
dereferenceXRefs=0;cameraXFov=0;cameraYFov=1</comments>
      <source_data>file:///E:/lux/work_static_objects/entities/clothpile.mb</source_data>
    </contributor>
    <contributor>
      <author>marc</author>
      <authoring_tool>Maya7.0 | ColladaMaya v3.05B</authoring_tool>
      <comments>ColladaMaya export options: bakeTransforms=0;exportPolygonMeshes=1;bakeLighting=0;isSampling=1;
curveConstrainSampling=0;removeStaticCurves=1;exportCameraAsLookat=0;
exportLights=1;exportCameras=1;exportJointsAndSkin=1;
exportAnimations=1;exportTriangles=1;exportInvisibleNodes=0;
exportNormals=1;exportTexCoords=1;
exportVertexColors=1;exportVertexColorsAnimation=0;exportTangents=0;
exportTexTangents=0;exportConstraints=1;exportPhysics=1;exportXRefs=0;
dereferenceXRefs=0;cameraXFov=0;cameraYFov=1</comments>
      <source_data>entities/da/cloth_pile2.dae</source_data>
    </contributor>
    <created>2009-08-27T14:56:42Z</created>
    <modified>2010-06-17T14:24:52Z</modified>
    <unit meter="1" name="meter"/>
    <up_axis>Y_UP</up_axis>
  </asset>
  <library_physics_scenes>
    <physics_scene id="MayaNativePhysicsScene">
      <technique_common>
        <gravity>0 -980 0</gravity>
        <time_step>0.083</time_step>
      </technique_common>
    </physics_scene>
  </library_physics_scenes>
  <library_images>
  <init_from>cloth_pile2.dds</init_from>
  </library_images>
  <library_materials>
    <material id="lambert2" name="lambert2">
      <instance_effect url="#lambert2-fx"/>
    </material>
  </library_materials>
  <library_effects>
    <effect id="lambert2-fx">
      <profile_COMMON>
        <newparam sid="file1-surface">
          <surface type="2D">
            <init_from>file1</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="file1-sampler">
          <sampler2D>
            <source>file1-surface</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>WRAP</wrap_t>
            <minfilter>NONE</minfilter>
            <magfilter>NONE</magfilter>
            <mipfilter>NONE</mipfilter>
          </sampler2D>
        </newparam>
        <technique sid="common">
          <lambert>
            <emission>
              <color>0 0 0 1</color>
            </emission>
            <ambient>
              <color>0 0 0 1</color>
            </ambient>
            <diffuse>
              <texture texture="file1-sampler" texcoord="TEX0">
                <extra>
                  <technique profile="MAYA">
                    <wrapU>1</wrapU>
                    <wrapV>1</wrapV>
                    <mirrorU>0</mirrorU>
                    <mirrorV>0</mirrorV>
                    <coverageU>1</coverageU>
                    <coverageV>1</coverageV>
                    <translateFrameU>0</translateFrameU>
                    <translateFrameV>0</translateFrameV>
                    <rotateFrame>0</rotateFrame>
                    <stagger>0</stagger>
                    <fast>0</fast>
                    <repeatU>1</repeatU>
                    <repeatV>1</repeatV>
                    <offsetU>0</offsetU>
                    <offsetV>0</offsetV>
                    <rotateUV>0</rotateUV>
                    <noiseU>0</noiseU>
                    <noiseV>0</noiseV>
                    <blend_mode>NONE</blend_mode>
                  </technique>
                </extra>
              </texture>
            </diffuse>
            <transparent opaque="A_ONE">
              <texture texture="file1-sampler" texcoord="TEX1">
                <extra>
                  <technique profile="MAYA">
                    <wrapU>1</wrapU>
                    <wrapV>1</wrapV>
                    <mirrorU>0</mirrorU>
                    <mirrorV>0</mirrorV>
                    <coverageU>1</coverageU>
                    <coverageV>1</coverageV>
                    <translateFrameU>0</translateFrameU>
                    <translateFrameV>0</translateFrameV>
                    <rotateFrame>0</rotateFrame>
                    <stagger>0</stagger>
                    <fast>0</fast>
                    <repeatU>1</repeatU>
                    <repeatV>1</repeatV>
                    <offsetU>0</offsetU>
                    <offsetV>0</offsetV>
                    <rotateUV>0</rotateUV>
                    <noiseU>0</noiseU>
                    <noiseV>0</noiseV>
                    <blend_mode>NONE</blend_mode>
                  </technique>
                </extra>
              </texture>
            </transparent>
            <transparency>
              <float>1</float>
            </transparency>
          </lambert>
          <extra>
            <technique profile="FCOLLADA"/>
          </extra>
        </technique>
      </profile_COMMON>
    </effect>
  </library_effects>
  <library_geometries>
    <geometry id="polySurfaceShape3" name="polySurfaceShape2">
      <mesh>
        <source id="polySurfaceShape3-positions" name="position">

          <float_array id="polySurfaceShape3-positions-array"
count="99">0.422745 0 -0.422745 0 0 -0.688037 -0.422745 0 -0.51293
-0.724836 0 0.007054 -0.422745 0 0.422745 0.134039 0 0.703672 0.514456 0
0.4298 0.661344 0 0.014109 0.31737 0.178923 -0.31737 0 0.178923
-0.448828 -0.31737 0.117149 -0.31737 -0.448828 0.090137 0 -0.31737
0.178923 0.31737 0 0.178923 0.448828 0.31737 0.086051 0.31737 0.448829
0.086051 0 0.180194 0.267329 -0.180194 0 0.240429 -0.254833 -0.180194
0.235901 -0.180194 -0.254833 0.219515 0 -0.180194 0.220161 0.180194 0
0.270889 0.254833 0.180194 0.198601 0.180194 0.254833 0.198601 0 0
0.252017 0 0.662301 0 -0.662301 0 0 -0.936634 -0.662301 0 -0.662301
-0.936634 0 0 -0.662301 0 0.662301 0 0 0.936634 0.662301 0 0.662301
0.936634 0 0</float_array>
          <technique_common>
            <accessor source="#polySurfaceShape3-positions-array" count="33" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="polySurfaceShape3-normals" name="normal">

          <float_array id="polySurfaceShape3-normals-array"
count="99">0.247203 0.918903 -0.307422 0.029941 0.95094 -0.307922
-0.21616 0.957164 -0.192643 -0.103071 0.994654 0.006239 -0.320852
0.888359 0.32844 -0.003305 0.981324 0.192332 0.167778 0.978761 0.117803
0.264168 0.964474 0.002119 0.449546 0.84168 -0.299137 -0.007316 0.872848
-0.487936 -0.401112 0.865651 -0.299596 -0.517771 0.855293 -0.019682
-0.435738 0.855208 0.280629 -0.010915 0.888524 0.458701 0.39879 0.892484
0.210804 0.462662 0.876034 0.136047 0.225707 0.972292 -0.060863
-0.146104 0.959418 -0.241186 -0.312974 0.934308 -0.170633 -0.347747
0.936724 0.040264 -0.304445 0.94494 0.12001 0.123441 0.972439 0.197799
0.402265 0.905177 0.137251 0.353104 0.919217 0.174235 0.010208 0.99956
0.027836 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1
0</float_array>
          <technique_common>
            <accessor source="#polySurfaceShape3-normals-array" count="33" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="polySurfaceShape3-map1" name="map1">

          <float_array id="polySurfaceShape3-map1-array"
count="66">0.710839 0.266149 0.850149 0.488144 0.724537 0.488144
0.655504 0.321483 0.758197 0.710137 0.655504 0.654802 0.485142 0.868772
0.488846 0.723833 0.266853 0.710137 0.322189 0.654802 0.119331 0.417756
0.253156 0.488144 0.263149 0.21799 0.322189 0.321483 0.481437 0.140856
0.488846 0.252452 0.622665 0.488144 0.58347 0.393518 0.58347 0.582768
0.488846 0.621963 0.394222 0.582768 0.355027 0.488144 0.394222 0.393518
0.488846 0.354323 0.488846 0.488144 0.836635 0.140353 0.980694 0.488144
0.836635 0.835933 0.488846 0.979992 0.141057 0.835933 -0.003003 0.488144
0.141057 0.140353 0.488846 -0.003705</float_array>
          <technique_common>
            <accessor source="#polySurfaceShape3-map1-array" count="33" stride="2">
              <param name="S" type="float"/>
              <param name="T" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <vertices id="polySurfaceShape3-vertices">
          <input semantic="POSITION" source="#polySurfaceShape3-positions"/>
          <input semantic="NORMAL" source="#polySurfaceShape3-normals"/>
        </vertices>
        <triangles material="lambert2SG" count="56">
          <input semantic="VERTEX" source="#polySurfaceShape3-vertices" offset="0"/>
          <input semantic="TEXCOORD" source="#polySurfaceShape3-map1" offset="1" set="0"/>

          <p>1 1 9 2 0 0 0 0 9 2 8 3 1 1 2 4 9 2 2 4 10 5 9 2 3 6 11 7
2 4 2 4 11 7 10 5 3 6 4 8 11 7 4 8 12 9 11 7 5 10 13 11 4 8 4 8 13 11
12 9 5 10 6 12 13 11 6 12 14 13 13 11 6 12 7 14 14 13 7 14 15 15 14 13 0
0 8 3 7 14 7 14 8 3 15 15 8 3 9 2 16 17 9 2 17 16 16 17 9 2 10 5 17 16
10 5 18 18 17 16 10 5 11 7 18 18 11 7 19 19 18 18 12 9 20 20 11 7 11 7
20 20 19 19 12 9 13 11 20 20 13 11 21 21 20 20 13 11 14 13 21 21 14 13
22 22 21 21 14 13 15 15 22 22 15 15 23 23 22 22 8 3 16 17 15 15 15 15 16
17 23 23 17 16 24 24 16 17 18 18 24 24 17 16 19 19 24 24 18 18 20 20 24
24 19 19 21 21 24 24 20 20 22 22 24 24 21 21 23 23 24 24 22 22 16 17 24
24 23 23 25 25 26 26 0 0 1 1 0 0 26 26 27 27 2 4 26 26 2 4 1 1 26 26 28
28 3 6 27 27 3 6 2 4 27 27 28 28 29 29 3 6 4 8 3 6 29 29 30 30 5 10 29
29 5 10 4 8 29 29 30 30 31 31 5 10 6 12 5 10 31 31 31 31 32 32 6 12 7 14
6 12 32 32 32 32 25 25 7 14 0 0 7 14 25 25</p>
        </triangles>
      </mesh>
      <extra>
        <technique profile="MAYA">
          <double_sided>1</double_sided>
        </technique>
      </extra>
    </geometry>
  </library_geometries>
  <library_visual_scenes>
    <visual_scene id="VisualSceneNode" name="cloth_pile">
      <node id="polySurface2" name="polySurface2" type="NODE">
        <rotate sid="rotateZ">0 0 1 0</rotate>
        <rotate sid="rotateY">0 1 0 0</rotate>
        <rotate sid="rotateX">1 0 0 0</rotate>
        <instance_geometry url="#polySurfaceShape3">
          <bind_material>
            <technique_common>
              <instance_material symbol="lambert2SG" target="#lambert2">
                <bind_vertex_input semantic="TEX0" input_semantic="TEXCOORD" input_set="0"/>
                <bind_vertex_input semantic="TEX1" input_semantic="TEXCOORD" input_set="0"/>
              </instance_material>
            </technique_common>
          </bind_material>
        </instance_geometry>
      </node>
      <extra>
        <technique profile="FCOLLADA">
          <start_time>0.041666</start_time>
          <end_time>2</end_time>
        </technique>
      </extra>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_physics_scene url="#MayaNativePhysicsScene"/>
    <instance_visual_scene url="#VisualSceneNode"/>
  </scene>
</COLLADA>


.ent
<Entity>

    <EditorSession>

        <ViewportConfig GridSnap="false" GridSnapSeparation="0.250000" SelectedViewport="0" UsingEnlargedViewport="false">

            <Viewport CameraPosition="0.000000 0.000000 180.000000"
CameraTarget="0.000000 0.000000 0.000000" CameraZoom="0.000000"
GridHeight="0.000000" GridPlane="2" Preset="0" RenderMode="1"
ShowGrid="true" />

            <Viewport CameraPosition="180.000000 0.000000 0.000000"
CameraTarget="0.000000 0.000000 0.000000" CameraZoom="0.000000"
GridHeight="0.000000" GridPlane="0" Preset="1" RenderMode="1"
ShowGrid="true" />

            <Viewport CameraPosition="0.000000 180.000000 0.000000"
CameraTarget="0.000000 0.000000 0.000000" CameraZoom="0.000000"
GridHeight="0.000000" GridPlane="1" Preset="2" RenderMode="1"
ShowGrid="true" />

            <Viewport CameraPosition="-0.884369 0.832419 0.739161"
CameraTarget="0.000000 0.000000 0.000000" CameraZoom="3.560131"
GridHeight="0.000000" GridPlane="1" Preset="3" RenderMode="0"
ShowGrid="true" />

        </ViewportConfig>

    </EditorSession>

    <UserDefinedVariables EntitySubType="" EntityType="StaticProp" />

    <ModelData Name="">

        <Entities />

        <Mesh Filename="entities/da/cloth_pile2.dae">

            <SubMesh Active="true" GroupID="0" ID="0"
Name="polySurface2" Rotation="0.000000 0.000000 0.000000"
Scale="1.000000 1.000000 1.000000" SubMeshID="0" Tag="" Type="13"
WorldPos="0.000000 0.005000 0.000000" />

        </Mesh>

        <Bones />

        <Shapes>

            <BodyShape Active="true" GroupID="0" ID="1"
Name="Shape_1" RelativeRotation="0.000000 0.000000 0.000000"
RelativeScale="0.400000 0.300000 0.400000" RelativeTranslation="0.000000
0.000000 -0.057224" Rotation="0.000000 0.000000 0.000000"
Scale="0.400000 0.300000 0.400000" ShapeType="Box" ShapeTypeID="0"
Tag="" Type="10" WorldPos="0.000023 0.105750 -0.031253" />

            <BodyShape Active="true" GroupID="0" ID="2"
Name="Shape_2" RelativeRotation="0.000000 0.000000 0.000000"
RelativeScale="0.900000 0.100000 0.900000" RelativeTranslation="0.000000
-0.050203 0.000000" Rotation="0.000000 0.000000 0.000000"
Scale="0.900000 0.100000 0.900000" ShapeType="Box" ShapeTypeID="0"
Tag="" Type="10" WorldPos="0.000023 0.055547 0.025971" />

        </Shapes>

        <Bodies>

            <Body Active="true" AngularDamping="0.000000"
BlocksSound="false" CanAttachCharacter="false" CollideCharacter="false"
CollideNonCharacter="true" ContinuousCollision="true" GroupID="0"
HasGravity="true" ID="3" LinearDamping="0.000000" Mass="0.000000"
Material="Generic_Soft" MaxAngularSpeed="0.000000"
MaxLinearSpeed="0.000000" Name="Body" PushedByCharacterGravity="false"
Rotation="0.000000 0.000000 0.000000" Scale="1.000000 1.000000 1.000000"
Tag="" Type="11" UseSurfaceEffects="true" Volatile="false"
WorldPos="0.000023 0.105750 0.025971">

                <Shape ID="1" />

                <Shape ID="2" />

                <Children>

                    <Child ID="0" />

                </Children>

            </Body>

        </Bodies>

        <Joints />

    </ModelData>

</Entity>

.mat

<Material>
    <Main DepthTest="True" HeightMapScale="0.05" PhysicsMaterial="Default" Type="SolidDiffuse" />
    <TextureUnits>
        <Diffuse AnimFrameTime="" AnimMode="" File="cloth_pile2.dds" Mipmaps="true" Type="2D" Wrap="Repeat" />
        <NMap AnimFrameTime="" AnimMode="" File="cloth_pile2_nrm.dds" Mipmaps="true" Type="2D" Wrap="Repeat" />
    <Alpha AnimFrameTime="" AnimMode="" File="cloth_pile2.dds" Mipmaps="true" Type="2D" Wrap="Repeat" />
        <Specular AnimFrameTime="" AnimMode="" File="cloth_pile2_spec.dds" Mipmaps="true" Type="2D" Wrap="Repeat" />
    </TextureUnits>
</Material>

Done right, and I did it in different entities - it doesn't matter.
I sit for a whole day as a moron, checked everything...
Tried to change the texture from the original file - and it works, but i need to create my own entity
(This post was last modified: 08-28-2012, 04:04 PM by UnknownCharacter999.)
08-28-2012, 03:58 PM
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Problem with custom entities (invisible) - by UnknownCharacter999 - 08-28-2012, 03:58 PM



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