Post by Rusty Shackleford on Sept 10, 2015 22:05:12 GMT -6
Ok, so my Kw was working fine until I decided to mod the interior. I modded the interior (which was all in hood.pmg) and exported with the pmd box checked (which i think was my first mistake, I'll get back to this however) I put my truck in game and couldn't even get the outside to load up which was weird considering I modded the hood file which isn't visible in the views other then camera 1. I checked the log, got an error of the game looking for a mat file in a autoken/k2/truck/ something.mat (was looking for 4 different mat files) I figured out that the anim.pmg from the interior folder for some reason now made an error after I exported the hood.pmg and pmd, now the truck won't even load. AND it worked before even though the game was looking for that autoken folder.
So I started from the start. Seb gave me his Kw a little ago, I still had the original zip, exported the contents.
I opened up my z3d copy of the truck, checked the stored value origin was right, paintjobs 4 (4 bodybasic files)
exported with the pmg and pmd checked since I had a few new glass mat files that weren't in the pmd file.
Then I opened up my z3d copy of the hood, checked the origin and paintjobs and made them the same as the truck, this time however I exported no boxes on the hood.pmg, because I didn't add any new materials, I just changed a letter in ones name (and fixed the tobj of course) because I needed more space and copied an already existing mat, tobj, and dds file and switched up 1 letter. (Should I have exported pmd as well here?)
And lastly, I took off the anim.pmd line from the interior definition since the anim doesnt work anyways, now the game isn't looking for the autoken folder I mentioned earlier because that anim.pmd wasn't telling it to look for it, but I get this:
23:56:07 : e:\devel\prism_hauling\src\p3core\collections/arrays/arrays_base_impl.h(1333): unknown fn: [array_t] boundary check failed - index overflow
which if I remember correctly has no fix.
Help...?
So I started from the start. Seb gave me his Kw a little ago, I still had the original zip, exported the contents.
I opened up my z3d copy of the truck, checked the stored value origin was right, paintjobs 4 (4 bodybasic files)
exported with the pmg and pmd checked since I had a few new glass mat files that weren't in the pmd file.
Then I opened up my z3d copy of the hood, checked the origin and paintjobs and made them the same as the truck, this time however I exported no boxes on the hood.pmg, because I didn't add any new materials, I just changed a letter in ones name (and fixed the tobj of course) because I needed more space and copied an already existing mat, tobj, and dds file and switched up 1 letter. (Should I have exported pmd as well here?)
And lastly, I took off the anim.pmd line from the interior definition since the anim doesnt work anyways, now the game isn't looking for the autoken folder I mentioned earlier because that anim.pmd wasn't telling it to look for it, but I get this:
23:56:07 : e:\devel\prism_hauling\src\p3core\collections/arrays/arrays_base_impl.h(1333): unknown fn: [array_t] boundary check failed - index overflow
which if I remember correctly has no fix.
Help...?