Can someone help with the models?

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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Stridor
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Can someone help with the models?

Post by Stridor »

Ok,

This is a big "please help" to anyone out there who knows how to use the map maker.

As some of you may know many of the models in MM have had their texture emissive property set incorrectly, This means that the models "glow" in the dark. As all of the PCK/PCOWS maps are in day time you don't notice this problem, but as day turns to night with the new MM lighting options these models stick out like a sore thumb.

My knovix progrm can fix them, but first we have to find them.

So if anyone can help this is what I need the helpful person to do.

Make a completely flat map. Put a single copy of *every* model in the MM on the map (shift click will be your friend). Change the lighting so that the "sun" is on the other side of the earth (under the table). Build the map then review it. The broken models should be obvious. Make a list [;)]

Fixed models will then go out in the PCK mega patch which Erik is working on.

Thanks

S.
benpark
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RE: Can someone help with the models?

Post by benpark »

I had started (barely) something like this. I'll finish it up.

Should I skip the MML4A_terrainBRIDGE? It looks like an entire ground base.

EDIT: I'm skipping the bridges, as there are a few models that keep crashing me to the desktop. EDIT again- nope, not the bridges. Something else is crashing me out of MM. I can't find what it is in the log.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
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Stridor
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RE: Can someone help with the models?

Post by Stridor »

Thanks ben,

yeah the bridges need a review I think

Would it also be possible to code each object as a structure and then see if MM correctly undercolors them all on the AI map.

Regards

S.
benpark
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RE: Can someone help with the models?

Post by benpark »

I fixed whatever the issue was by starting a new map. Not sure what was going on there, but it works now.

What lighting settings should I input?
"Fear is a darkroom where the devil develops his negatives" Gary Busey
benpark
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RE: Can someone help with the models?

Post by benpark »

Here's what the problem was- the MM was not able to find some of the default textures after I rebuilt the map to another name. I've never had to re-assign the default textures, unsure of why it wanted me to do it now.

1/23/2009 6:58:55 PM: Create Flags: HardwareVertexProcessing
1/23/2009 6:58:55 PM: Device Type: Hardware
1/23/2009 6:58:55 PM: Begin Device Resize:
1/23/2009 6:58:55 PM: Device Reset
1/23/2009 6:58:55 PM: Begin Device Resize:
1/23/2009 6:58:55 PM: Begin Device Resize:
1/23/2009 6:58:55 PM: Device Reset
1/23/2009 6:58:55 PM: Begin Device Resize:
1/23/2009 6:58:55 PM: Begin Device Resize:
1/23/2009 6:58:55 PM: Device Reset
1/23/2009 6:58:55 PM: Begin Device Resize:
1/23/2009 6:58:57 PM: File does not exist: path = 'c:\matrix games\panzer command kharkov\Media/Bridge_Test/terrain_tex.dds'
1/23/2009 6:58:57 PM: Error loading c:\matrix games\panzer command kharkov\Media/Bridge_Test/terrain_tex.dds
1/23/2009 6:58:57 PM: Unable to load file: c:\matrix games\panzer command kharkov\Media/Bridge_Test/terrain_tex.dds
1/23/2009 6:58:57 PM: Current Number of textureTable:6
1/23/2009 6:58:57 PM: System.IO.FileNotFoundException: Could not find file "c:\matrix games\panzer command kharkov\Media\Bridge_Test\terrain_tex.dds".
File name: "c:\matrix games\panzer command kharkov\Media\Bridge_Test\terrain_tex.dds"
at Lib.Rasterizer.TextureCollection.AddTexture(String path)
"Fear is a darkroom where the devil develops his negatives" Gary Busey
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Stridor
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RE: Can someone help with the models?

Post by Stridor »

Remember to do a complete rebuild (shift click) when you ever bring an old map into a new MM version. That will fix the problem.
benpark
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RE: Can someone help with the models?

Post by benpark »

Done except for the trees. Do we need to have each of the tree models on this as well?

I have placed all of the bridges on a separate map, due to their size and possible issues. Some of them look like they have footprint problems.

What is the lighting setting that would be best?
"Fear is a darkroom where the devil develops his negatives" Gary Busey
benpark
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RE: Can someone help with the models?

Post by benpark »

A few model code oddities...

Image
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"Fear is a darkroom where the devil develops his negatives" Gary Busey
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Stridor
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RE: Can someone help with the models?

Post by Stridor »

ORIGINAL: benpark

A few model code oddities...

Image

Ben that is looking good.

Unfortunately what you are seeing is exactly what you would expect with how bounding boxes work. There is no way around it apart from manually deleteing those pixels by hand (or not specing a structure type).

Otherwise it looks good.

Are you running vista?

If so you can get a copy of my new PzMIc program to work with konvix and do a before and after comparison on the models

These are the current models which konvix won't load for some reason:

Code: Select all

 rror Saving DirectX model: "Mods/Benpark/Castle/Simontornyacastle.x" 
 Error Saving DirectX model: "Mods/Benpark/German_Houses/GeRowHaus1.x" 
 Error Saving DirectX model: "Mods/Benpark/German_Houses/GeRowHaus2.x" 
 Error Saving DirectX model: "Mods/Benpark/German_Houses/GeRowHaus3.x" 
 Error Saving DirectX model: "Mods/Benpark/German_Houses/GeRowHaus4.x" 
 Error Saving DirectX model: "Mods/Benpark/Urban_Factory/ModFac1.x" 
 Error Saving DirectX model: "Mods/Benpark/Urban_Factory/ModFac2.x" 
 Error Saving DirectX model: "Mods/Mraah/MML9A_drainpipe01.x" 
 Error Saving DirectX model: "Mods/SAF_Biffa/Industrial/bifact1.x" 
 Error Saving DirectX model: "Mods/SAF_Biffa/Industrial/bifcotm.x" 
 Error Saving DirectX model: "Mods/SAF_Biffa/bifgho2t.x" 
 Error Saving DirectX model: "Terrain/Meshes/rubble02_a.x" 
 Error Saving DirectX model: "Level7/refinery_tower01.x" 
 Error Saving DirectX model: "Level1/house06_a_LOD.x" 
 Error Saving DirectX model: "Level1/house06_b_LOD.x" 
 

I don't know why, these represent less than 0.5% of all the models. There must be some oddity konvix doesn't like.

I have actually gone in by hand and fixed these up, so they work correctly, so you will probably want your models back.

Using the compression setting in konvix I can save almost 100MB of disk space of the stock PCK install which is currently wasted. As a byproduct the models even load faster in PCK [;)]

Regards

S.

benpark
Posts: 3069
Joined: Mon Aug 12, 2002 1:48 pm

RE: Can someone help with the models?

Post by benpark »

No Vista here, sorry. Any other way to do it?
"Fear is a darkroom where the devil develops his negatives" Gary Busey
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