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Post by Aaron D on Mar 10, 2015 14:16:38 GMT -6
Hey guys well I don't really know whats going on here since i've never had this problem before but now Zmod gives me an error sayign "default material is not a name"... or something like that.... I put it in game and get this. If you guys could help me out on my noob moment that would be boss. 19:32:49 : Starting physics server: \gOpen Dynamics Engine (svn revision 981)
19:32:53 : Not enough (0) rear wheels in model Fontaine 53' Dropdeck.
19:32:53 : Missing hook locator in model Fontaine 53' Dropdeck.
19:33:04 : Loading city data ....
19:33:15 : map /home/save/8
19:33:15 : Trying to restore game state from (/home/save/8)...
19:33:16 : Starting physics server: \gOpen Dynamics Engine (svn revision 981)
19:33:16 : Not enough (0) rear wheels in model Fontaine 53' Dropdeck.
19:33:16 : Missing hook locator in model Fontaine 53' Dropdeck.
19:33:16 : Loading resource server data ....
19:33:16 : Loading road data ....
19:33:16 : Loading terrain data ....
19:33:16 : Loading railing data ....
19:33:16 : Loading building data ....
19:33:17 : Loading model data ....
19:33:19 : Loading prefab data ....
19:33:19 : Loading sign data ....
19:33:20 : Loading traffic light data ....
19:33:20 : Loading city data ....
19:33:20 : Loading vegetation data ....
19:33:20 : Loading particles data ....
19:33:20 : Loading hinges data ....
19:33:20 : Loading stamp data ....
19:33:20 : Loading movers data ....
19:33:23 : Map successfully loaded ....
19:33:23 : [vehcile_parking_u] Unable to find the kdop_link (kdop_link.parking.c1)
19:33:23 : [cargo_permanent_u] Cargo is not absorbed by some valid company!
19:33:23 : [cargo_permanent_u] Cargo is not produced by some valid company!
19:33:23 : [cargo_permanent_u] Cargo is not produced by some valid company!
19:33:23 : [trailer_vehicle_data_u] Unable to find cargo asphalt...
19:33:23 : [trailer_vehicle_data_u] Unable to find cargo asphalt...
19:33:23 : Parking item with missing counter part in the economy! (item idx 0) (city_name: c24)
19:33:24 : [model] Unknown variant name 'empty' on model '/vehicle/trailer/utrr/trailer.pmd'
19:33:24 : .\vehicle\trailer.cpp(389): unknown fn: Wrong trailer model!
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Jon
Gold Certificate Member
Posts: 1,807
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Post by Jon on Mar 12, 2015 16:27:42 GMT -6
I guess we need an updated tutorial on trailers. Ivan's doesn't really say much, and what he did say isn't really relevant anymore.
You along with many others should learn to take some of the errors literally too. A lot of the time they mean exactly what they're saying.
19:32:53 : Not enough (0) rear wheels in model Fontaine 53' Dropdeck. It literally means there's not enough wheels on the model, in this case, it doesn't find any at all (0). Your wheel nodes are missing.
19:33:16 : Missing hook locator in model Fontaine 53' Dropdeck. It literally means your attach node is gone.
19:33:23 : [trailer_vehicle_data_u] Unable to find cargo asphalt... This one is probably unrelated so I'll dismiss it, along with the parking and cargo to company errors.
19:33:24 : [model] Unknown variant name 'empty' on model '/vehicle/trailer/utrr/trailer.pmd' The game is looking for "empty" but the pmd was rewritten so it doesn't have it anymore. This is one of a few reasons why you can't edit trailers the same way as trucks.
From what I've gathered, you imported a trailer, deleted all of its nodes (or lost them) and exported with boxes checked. You can't export it that way if you're going to keep the original sii values. You need to import it, do whatever and export with no boxes checked, and only have 1 material to make it easier. If the original trailer had multi materials, then set them up with placeholder materials in a similar way to a truck but you don't have to name them anything specific, just assign them where they need to go, and leave all the objects in the same order of materials as originally imported. Have extra objects? Attach them or put them below an original object in the list that has the same material.
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Post by Aaron D on Mar 13, 2015 4:32:59 GMT -6
Thanks Jon it helped a lot I don't know what the hell I was thinking. Now as for the mult material, I guess I'm a little confused on how it works.
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Jon
Gold Certificate Member
Posts: 1,807
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Post by Jon on Mar 13, 2015 11:49:21 GMT -6
I'm probably gonna confuse you more here, but here's a somewhat better explanation..
Multi materials work the same way with every model in the game, zmod just makes it easier to keep everything in order in case any of it gets changed. The problem is that the filter in zmod is only designed for modding trucks, but really the only models in the game that aren't set up the same way as trucks are trailers and interiors. Basically, you can't rewrite the pmd on either one of those, but you can set up materials anyway if they have more than one material listed in the pmd.
If the trailer already has multi materials, then this is a lot easier. I put it almost as simple as I can, set up materials like you would a truck, and replace the default material with one of them so that you don't accidentally assign any of the objects to it. They're just placeholder materials though so they don't have to be named to anything specific. Look for the materials in the trailer's pmd and figure out which order they go in. The order of the materials will tell which order the objects in zmod have to be in. In my experience, it just means sorting all the objects by material (so that means objects with the same material go together in the list) and the pmg will be able to hold the data and work with the pmd. Pmg files hold material data too, and that's why if you have an extra material assigned to an object that's not in the pmd, you get an index overflow crash.
Ultimately, it's just easier modding trailers with 1 material, and that's why others have done it this way for years. It's also why modding wheels has been so easy. They don't need any collision, and they normally only use 1 material so you don't even have to set up materials in zmod. And if you do, then the pmd's are written the same way as trucks.
Really, if you leave everything in the same exact order and set up all the materials the right way, and export with no boxes checked, you will do fine. The 4 boxes are just so that it can rewrite a new pmd in case you change something, but most of the time you don't have to do that. I tell people to do that with trucks as a safety precaution since a lot of them don't know what they're doing, and because I don't know what they've done.
Damn it, I feel like there's a lot of tutorials that I should be writing on this.
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Post by Aaron D on Mar 13, 2015 17:08:29 GMT -6
I'm probably gonna confuse you more here, but here's a somewhat better explanation.. Multi materials work the same way with every model in the game, zmod just makes it easier to keep everything in order in case any of it gets changed. The problem is that the filter in zmod is only designed for modding trucks, but really the only models in the game that aren't set up the same way as trucks are trailers and interiors. Basically, you can't rewrite the pmd on either one of those, but you can set up materials anyway if they have more than one material listed in the pmd. If the trailer already has multi materials, then this is a lot easier. I put it almost as simple as I can, set up materials like you would a truck, and replace the default material with one of them so that you don't accidentally assign any of the objects to it. They're just placeholder materials though so they don't have to be named to anything specific. Look for the materials in the trailer's pmd and figure out which order they go in. The order of the materials will tell which order the objects in zmod have to be in. In my experience, it just means sorting all the objects by material (so that means objects with the same material go together in the list) and the pmg will be able to hold the data and work with the pmd. Pmg files hold material data too, and that's why if you have an extra material assigned to an object that's not in the pmd, you get an index overflow crash. Ultimately, it's just easier modding trailers with 1 material, and that's why others have done it this way for years. It's also why modding wheels has been so easy. They don't need any collision, and they normally only use 1 material so you don't even have to set up materials in zmod. And if you do, then the pmd's are written the same way as trucks. Really, if you leave everything in the same exact order and set up all the materials the right way, and export with no boxes checked, you will do fine. The 4 boxes are just so that it can rewrite a new pmd in case you change something, but most of the time you don't have to do that. I tell people to do that with trucks as a safety precaution since a lot of them don't know what they're doing, and because I don't know what they've done. Damn it, I feel like there's a lot of tutorials that I should be writing on this. Well I guess all i'd need now is someone to show me what to do. I somewhat get it but i'm not too sure anyways thanks man it was a HUGE help.
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Hammer
Long-Haul Trucker
Posts: 1,217
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Post by Hammer on Mar 30, 2015 11:27:11 GMT -6
Check out some of my trailers bro, like my flatbeds. All you have to do is replace the materials with your materials and use the same PMD file, if you look at my trailers I even rename all the mat files in the original PMD so they are right there in the folder and you know what they go to.
It's all a matter of fooling the game just like everything else. Put your model and textures in place of the SCS ones and keep the original PMD & PMC files.
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