What the hell is happening?

In this model, the non-upgraded animation is supposed to use the top left part of the texture, the first upgrade is supposed to use the top right part of the texture.

This is working correctly in magos model editor, mdlvis, and Hive model checker.

But when I import into a test map, it seems to revert to an older version of the model: non-upgraded version shows both non-upgraded texture and upgrade 1 texture, upgrade one version shows the mesh at a different place from when I was still editing.

Wtf???? I even rebooted to make sure...
 

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i recalculated extents just for the heck of it and this is what happened
lmao.jpg
judging by how that part of tower is hanging off the shaman, i'd say it's that pesky bug where mesh is not quite attached to the bones
i think what you need to do is reattach those missing parts, or just to be sure, at first you attach it to a different bone and then reattach to the proper one

edit: yep that's it
2.jpg
 
i recalculated extents just for the heck of it and this is what happened
View attachment 546918
judging by how that part of tower is hanging off the shaman, i'd say it's that pesky bug where mesh is not quite attached to the bones
i think what you need to do is reattach those missing parts, or just to be sure, at first you attach it to a different bone and then reattach to the proper one

edit: yep that's it
View attachment 546919
Omg, yeah, that fixed it. I hate hate that bug so so much, there is no way to detect it in the various model editors. Thanks for this :D
 
something fucking weird is going on
i did it once, made this screenshot
View attachment 546971
then i rechecked it and it's no longer working
i did it again
and i'm afraid to check again
i simply made a new bone for it
maybe i just fumbled the imports
Cool, it's working! Thanks :D I'll keep in mind creating a new bone if it happens again. Actually I think I may have done that in the past for other models, I should've thought of it myself :P
 
Cool, it's working! Thanks :D I'll keep in mind creating a new bone if it happens again. Actually I think I may have done that in the past for other models, I should've thought of it myself :p
if you're using mdlvis, then i think it's "Uncouple (U)" in vertex editor and "Detach vertices from bone (V)" in sequence editor that might be responsible for it
 
if you're using mdlvis, then i think it's "Uncouple (U)" in vertex editor and "Detach vertices from bone (V)" in sequence editor that might be responsible for it
Didn't use those. I made a copy of the original mesh and then did "Detach as new geoset" before modifying, maybe that's what caused it. I also did that for the meshes in the human tower where this also happened.
 
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