Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
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
Find
Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#2
RE: Problem with custom entities (invisible)

Have you tried -- in this part:

<library_images>
<init_from>cloth_pile2.dds</init_from>


putting the full directory to the image rather than just the image name?
08-28-2012, 05:40 PM
Find
UnknownCharacter999 Offline
Junior Member

Posts: 5
Threads: 1
Joined: Aug 2012
Reputation: 0
#3
RE: Problem with custom entities (invisible)

Yes, I don't think this is the right solution, this is stupid and doesn't change anything
In theory it doesn't matter.
Anyone can help? :\
08-29-2012, 12:04 PM
Find
UnknownCharacter999 Offline
Junior Member

Posts: 5
Threads: 1
Joined: Aug 2012
Reputation: 0
#4
RE: Problem with custom entities (invisible)

What the hell am i doing

I have no idea how to configure a custom entity.
As I said - tried different folder path.
Don't understand, looked at the custom entities (for example, white night) they are the same!
08-29-2012, 01:25 PM
Find
Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#5
RE: Problem with custom entities (invisible)

What 3D modelling program are you using (Maya 2010/2011/2012, 3DS Max, Blender, etc.) and what exporter (dae_fbx, OpenCollada, etc.) are you using?
08-29-2012, 02:49 PM
Find
UnknownCharacter999 Offline
Junior Member

Posts: 5
Threads: 1
Joined: Aug 2012
Reputation: 0
#6
RE: Problem with custom entities (invisible)

I use only Photoshop CS5 with the nvidia (.dds support) plugin.
I need to change ONLY the texture of the custom entity.
You can say, that the problem is in my texture, but if you replace the standard texture of the entity, then it's appears in the game. and if I copy custom entity in my own folder (entities/my_entities), then amnesia/lvl-editor crashes or entity becomes invisible
08-29-2012, 03:14 PM
Find
Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#7
RE: Problem with custom entities (invisible)

Have you tried making the texture as a .png and testing that? Perhaps your exporter is bad. You may have to re-apply the texture in your modelling program or change the directory in the .dae file with notepad to the .png file.
08-29-2012, 03:24 PM
Find
UnknownCharacter999 Offline
Junior Member

Posts: 5
Threads: 1
Joined: Aug 2012
Reputation: 0
#8
RE: Problem with custom entities (invisible)

yes, i tried.
I'm trying to say that my texture works fine. if i make black texture for (for example) castle_arched01 (door) in original folder, then it works fine. if i copy same entity with my black texture but with name "castle_arched_black" to my entities/my_entities folder, it crashes
(This post was last modified: 08-29-2012, 03:36 PM by UnknownCharacter999.)
08-29-2012, 03:35 PM
Find
johnbox Offline
Member

Posts: 138
Threads: 5
Joined: Aug 2012
Reputation: 4
#9
RE: Problem with custom entities (invisible)

(08-29-2012, 03:35 PM)UnknownCharacter999 Wrote: yes, i tried.
I'm trying to say that my texture works fine. if i make black texture for (for example) castle_arched01 (door) in original folder, then it works fine. if i copy same entity with my black texture but with name "castle_arched_black" to my entities/my_entities folder, it crashes
did you also move all the other files? .msh, .dds usw.?

Working on a full conv.-mod, first pictures coming soon...


Working with Blender and other Stuff since 2009.
Using HPL-Engine since 2012 (learning..)
08-29-2012, 03:40 PM
Find
Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#10
RE: Problem with custom entities (invisible)

.dae in Amnesia need a specific set directory. Once you have an entity exported into a place where the texture is, it's best to leave it there to prevent errors. If you MUST move the model. Move everything into your entities/my_entities folder and open the .dae and re-apply the directory like I said above to the texture in entities/my_entities. THEN open MaterialEditor, open the .mat in entities/my_entities and redirect the images inside. It should work then.
08-29-2012, 04:26 PM
Find




Users browsing this thread: 3 Guest(s)