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❗Vertex/Model Crash Problem(ongoing)❗

Level 8
Joined
Oct 6, 2022
Messages
213
Anyone can fix this model?
I'm still Reanimating it using the Mdlvis and I've noticed this problem from its vertex. It's giving me frustration because after 3-4 hours, i still can't fix these.
In other models that have issues like these that I've fixed so far using Mdlvis, this one is the hardest.
I hope anyone could fix this.
Text.webpText2.webp.
 

Attachments

i have bound that gun to a different bone and then back to "weapon2", after which mdlvis automatically created a "bone_null" bone and bound a small part of upper dress to it, which i guess was also not bound to a bone properly
so if you get that bug again then attach the offending mesh to another bone and then back to its proper bone
 

Attachments

i have bound that gun to a different bone and then back to "weapon2", after which mdlvis automatically created a "bone_null" bone and bound a small part of upper dress to it, which i guess was also not bound to a bone properly
so if you get that bug again then attach the offending mesh to another bone and then back to its proper bone
Sorry for late reply, and thanks.

I'm now having a problem with it on putting on the World Editor, it's crashing it.

I'll upload the latest model if you know how to fix it.
 
Oki, here it is.
i don't know what to tell you, it works for me in editor and in game, 1.26
if you're on reforged then i can't help you
scrn.webp
i optimized it with this just in case, try it
delete it from map, restart world edit and import everything again
recheck the texture paths, make sure they use \ and not /
 

Attachments

i don't know what to tell you, it works for me in editor and in game, 1.26
if you're on reforged then i can't help you
View attachment 592688
i optimized it with this just in case, try it
delete it from map, restart world edit and import everything again
recheck the texture paths, make sure they use \ and not /
I'm not using reforge tho, I'm using 1.30.

And yeah, unfortunately it's still not working.
 
do you have retera's model studio? try opening the model in it and saving it
supposedly it quietly fixes some bugs, maybe that will help
someone found the problem, it's from the texture itself(KKNWeps. blp). its pixel was 371 x 372, they've managed to fix it. and this is the only issue left, they thought its the wrapping but i don't think it's the issue sine it's still the same.
new issue.webp
any idea?
 

Attachments

someone found the problem, it's from the texture itself(KKNWeps. blp). its pixel was 371 x 372, they've managed to fix it. and this is the only issue left, they thought its the wrapping but i don't think it's the issue sine it's still the same.
View attachment 592760
any idea?
i'm guessing here but it could be that this texture's wrapping is off
you should ✅ "Wrap Width" and "Wrap Height" in model's properties of that texture
 
¯\_(ツ)_/¯
since I'm now able to see my output on the game i could see the problems of it, the only problem left now after everything is the particle emitter of death animation.
No matter how far i am from the map, the particle emitter of death animation always goes to the center of the map. like this.
Screenshot_2026-05-31-02-23-43-497_com.discord-edit.webp

what to do with it?
 
No matter how far i am from the map, the particle emitter of death animation always goes to the center of the map. like this.
i didn't see it going to the center of the map, it just went in seemingly random directions
because "death explosion" and "death smoke" emitters are moving
1.webp
and not just these two emitters, when she flies forward that whole thing stays behind and spazzes out everywhere
2.webp
I wanna know how to deal with it, so that i could able to fix some models that have this issue by myself in the future.
identify the bones that stay behind when the model flies forward and delete the strings that make them move and rotate

perhaps you should be talking to whoever made this model and asking him why he made these choices
 
i didn't see it going to the center of the map, it just went in seemingly random directions
because "death explosion" and "death smoke" emitters are moving
View attachment 592833
and not just these two emitters, when she flies forward that whole thing stays behind and spazzes out everywhere
View attachment 592834

identify the bones that stay behind when the model flies forward and delete the strings that make them move and rotate

perhaps you should be talking to whoever made this model and asking him why he made these choices
I managed to fixed it, thanks
 
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