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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »OUT OF OBJECTS

Author Topic: OUT OF OBJECTS (23 messages, Page 1 of 1)
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SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Nov 29, 2009 01:46 PM    Msg. 1 of 23       
(forum search dousnt work btw)
I try to insert a custom vehicle. I probably did something wrong in the modeling.
In sapien I right-click to place, choose my vehicle in properties, and I get no vehicle and the words
OUT OF OBJECTS: annot create vehiclename
And I used my noob brain and got rid of some objects. It did nothing.
Help!
I has plenty of objects, really!


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Nov 29, 2009 08:52 PM    Msg. 2 of 23       
try restarting sapien
if not, the vehicle that you just put in sapien may be unusable.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 29, 2009 09:28 PM    Msg. 3 of 23       
Check the debug.txt. Either there's a problem with the animations or model.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 5, 2009 01:22 PM    Msg. 4 of 23       
neather of those worked, tryed them before


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 5, 2009 01:35 PM    Msg. 5 of 23       
Quote: --- Original message by: Gamma927
Check the debug.txt. Either there's a problem with the animations or model.


Tip: You should paste the text here...
Edited by Gamma927 on Dec 5, 2009 at 01:35 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 5, 2009 02:12 PM    Msg. 6 of 23       
If it's an animation error, it'll print out some thing about the animations. That's happened with me before.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 5, 2009 02:32 PM    Msg. 7 of 23       
There are no animations. Would that be the error?
I tried making the model again, this time with the ghost vech. markers.
and used ghost animations.


xsnoder
Joined: May 29, 2009

~xofect~flem~


Posted: Dec 24, 2009 08:36 AM    Msg. 8 of 23       
"128"do you remember what you did to fix the model? and what was the problem?
Edited by xsnoder on Dec 24, 2009 at 08:36 AM


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Dec 24, 2009 11:50 AM    Msg. 9 of 23       
i've had this from not having enter/exit animations


xsnoder
Joined: May 29, 2009

~xofect~flem~


Posted: Dec 25, 2009 08:16 PM    Msg. 10 of 23       
Quote: --- Original message by: sleepy1212
i've had this from not having enter/exit animations

I'll take look into that one. tnx for the reply


Matooba
Joined: Dec 26, 2005

Crust on Halomaps! :)


Posted: Dec 25, 2009 11:53 PM    Msg. 11 of 23       


xsnoder
Joined: May 29, 2009

~xofect~flem~


Posted: Dec 26, 2009 06:48 AM    Msg. 12 of 23       
Quote: --- Original message by: Matooba
Read Here: http://forum.halomaps.org/index.cfm?page=topic&topicID=17909

That is the topic that figured it for me:) I was making a frame box instead of linking to the frame hull. It works. All I have to do now is figure the animations a little more but my vehicle is in game and you can fly it, oorah
thank you my brother


Matooba
Joined: Dec 26, 2005

Crust on Halomaps! :)


Posted: Dec 26, 2009 10:01 AM    Msg. 13 of 23       
BTW, It means your vehicles animations either do not exist, or do not match your vehicle.
This usually happens when the gbxmodel has a different node checksum than its animation tag has. If you are indeed using animations, copy the node checksum form the animations tag and paste over the gbxmodel's node checksum.
Vehicles also need a physics tag. So you need a model, collision, physics, and animations.
All of which except physics need to be using the same nodes (and node checksum).
Edited by Matooba on Dec 26, 2009 at 10:06 AM


xsnoder
Joined: May 29, 2009

~xofect~flem~


Posted: Dec 26, 2009 02:31 PM    Msg. 14 of 23       
Quote: --- Original message by: Matooba

BTW, It means your vehicles animations either do not exist, or do not match your vehicle.
This usually happens when the gbxmodel has a different node checksum than its animation tag has. If you are indeed using animations, copy the node checksum form the animations tag and paste over the gbxmodel's node checksum.
Vehicles also need a physics tag. So you need a model, collision, physics, and animations.
All of which except physics need to be using the same nodes (and node checksum).
Edited by Matooba on Dec 26, 2009 at 10:06 AM

I was going to post a question But this might do it. my vehicles work fine minus, when you go to leave the vehicle the game closes with an exception data. I have'nt changhed the collision or the physics so I'll give that a shot real quick and get back to the post. tnx agian

Nope,
It still shuts the game down when leaving the vehicle?
I left the physics alone took out the collision? my model has 4 degenerate triangles that I have not fixed yet so I excluded the collision. Not sure if you can do that? it seems to work fine getting in, flying arournd, shooting ect... but thwe minute you get out, the game closes?
I have copied the check sums to the GBX and that helped to get it in the game fixing the "animation error" took the collision out temporarly fixing the "collidable error"
?
Edited by xsnoder on Dec 26, 2009 at 03:31 PM


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Dec 26, 2009 07:56 PM    Msg. 15 of 23       
exit animation


xsnoder
Joined: May 29, 2009

~xofect~flem~


Posted: Dec 26, 2009 08:40 PM    Msg. 16 of 23       
Quote: --- Original message by: sleepy1212
exit animation


Where do I find that at? I can't seem to find it in the animations.


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Dec 27, 2009 12:13 AM    Msg. 17 of 23       
they're part of the cyborg animations. open cyborg.model_animations and you will see a list of animations in the pull down. you should be able to find a tut or someone who knows how to properly compile the animations of the new vehicle into the list.


xsnoder
Joined: May 29, 2009

~xofect~flem~


Posted: Dec 27, 2009 06:22 AM    Msg. 18 of 23       
Quote: --- Original message by: sleepy1212
they're part of the cyborg animations. open cyborg.model_animations and you will see a list of animations in the pull down. you should be able to find a tut or someone who knows how to properly compile the animations of the new vehicle into the list.
thank you sleepy.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 27, 2009 11:42 AM    Msg. 19 of 23       
It's not necessarily the exit animation. I was using a perfect animations tag, and whenever I exited the wraith I tagged, it would exception. It's probably physics or collision, because I could sometimes walk through the vehicle. After I replaced both the collision and physics, it works perfectly. Don't remember which one caused the problem, but I'm guessing physics.


xsnoder
Joined: May 29, 2009

~xofect~flem~


Posted: Dec 28, 2009 07:12 AM    Msg. 20 of 23       
Quote: --- Original message by: Gamma927
It's not necessarily the exit animation. I was using a perfect animations tag, and whenever I exited the wraith I tagged, it would exception. It's probably physics or collision, because I could sometimes walk through the vehicle. After I replaced both the collision and physics, it works perfectly. Don't remember which one caused the problem, but I'm guessing physics.


I think your right about the collision geometry and physics. My model has a couple of errors that I ignored thinking I did'ent need the collision (never assume huh) For the hell of it I took the ghost collision ,out, put it in a game, tried to get out of the vehicle and got the exception. Put the collision back in, re-made the game and "booya" you can exit the vehicle just fine.
I am going thru fixing my error's on the model, make the collision and will try agian, I'm almost too certain you are correct Gamma. hell there's not much left to change:) LOL
thanks for your patiance and help everyone
A GIANT LESSON
"Never assume anything and never ,for any reason, ignore ERRORS


UPDATE It was the collision geometry and the physics. Just like you said. I can't wait to get the line of my vehicles together I have started learning the bitmapping and learning how to uvp map and unwrap, still don't know much on that but was mainly concerned about them even working.
YOU GUYS ROCK MAN!! thanks
Edited by xsnoder on Dec 28, 2009 at 10:43 AM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 30, 2009 11:26 AM    Msg. 21 of 23       
As for my problem, it was the Node List Checksum.
It happened again a while ago. I had the wrong animations that time.


xsnoder
Joined: May 29, 2009

~xofect~flem~


Posted: Dec 30, 2009 04:12 PM    Msg. 22 of 23       
Quote: --- Original message by: SlappyThePirate
As for my problem, it was the Node List Checksum.
It happened again a while ago. I had the wrong animations that time.


Sorry man, I did'ent mean to intrude on the topic, it just fit the problem I was haveing.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 10, 2010 04:18 PM    Msg. 23 of 23       
No prob.

 

 
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