sickside
Gold Certificate Member
sick ass foo
Posts: 587
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Post by sickside on Jun 14, 2017 10:38:54 GMT -6
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Post by -=Bora=- on Jun 14, 2017 15:15:43 GMT -6
Hmm, never seen that one before. Is the error from game.log or log in Zmod??
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sickside
Gold Certificate Member
sick ass foo
Posts: 587
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Post by sickside on Jun 14, 2017 16:26:30 GMT -6
game.log, it's like bewitched, nothing's changed but the pmg's, pmd's and pmc's. Strange.
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Post by jab on Jun 16, 2017 5:24:25 GMT -6
if you set up a trailer variant in zmod and link it in the chassis sii, that problem should go away.
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sickside
Gold Certificate Member
sick ass foo
Posts: 587
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Post by sickside on Jun 16, 2017 7:49:56 GMT -6
I'll try that, thx
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Post by quattrophobia on Jun 21, 2017 18:35:46 GMT -6
most common cause of this is when one of your def files such as the truck dealer has it defaulted to have lets say 3 lines for rear wheel models set as default accessories when you open up the shop (which means the truck has 3 rear axles) but your truck mod only has 2 axles thus the redundant wheel accessory is removed because it doesn't have 3 axles.
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sickside
Gold Certificate Member
sick ass foo
Posts: 587
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Post by sickside on Jul 5, 2017 2:55:58 GMT -6
It's a trailer. Does not work, same error : / SiiNunit { accessory_chassis_data : heil4axles.trailer.chassis { model: "/vehicle/trailer_eu/heil4axles/trailer.pmd" lods[]: "/vehicle/trailer_eu/heil4axles/trailer_lod.pmd" collision: "/vehicle/trailer_eu/heil4axles/trailer.pmc"
trailer_brace_up_sound: "/sound/truck/trailer_brace_up.ogg" trailer_brace_down_sound: "/sound/truck/trailer_brace_down.ogg"
residual_travel[]: 0.12 residual_travel[]: 0.12 residual_travel[]: 0.12 residual_travel[]: 0.12
liftable_axle[]: false liftable_axle[]: false liftable_axle[]: false liftable_axle[]: true
trailer_mass: 7600.0 # 16800 lb
variant: fuel look: default
extended_shadow_texture: "/vehicle/trailer/chemical/shadow.tobj" extended_shadow_intensity: 1.45 extended_shadow_fadeout_start: 10 extended_shadow_fadeout_length: 0 ui_shadow: "/vehicle/trailer/chemical/ui_shadow.pmd"}
} } trailer : trailer.heil4axles { accessories[]: .heil4axles.tchassis accessories[]: .heil4axles.trwheel0 accessories[]: .heil4axles.trwheel1 accessories[]: .heil4axles.trwheel2 accessories[]: .heil4axles.trwheel3
}
vehicle_accessory: .heil4axles.tchassis { data_path: "/def/vehicle/trailer/heil4axles/chassis.sii" }
vehicle_wheel_accessory: .heil4axles.trwheel0 { offset: 0 data_path: "/def/vehicle/t_wheel/single.sii" }
vehicle_wheel_accessory: .heil4axles.trwheel1 { offset: 2 data_path: "/def/vehicle/t_wheel/single.sii" }
vehicle_wheel_accessory: .heil4axles.trwheel2 { offset: 4 data_path: "/def/vehicle/t_wheel/single.sii" }
vehicle_wheel_accessory: .heil4axles.trwheel3 { offset: 6 data_path: "/def/vehicle/t_wheel/front.sii" } 
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Post by -=Bora=- on Jul 5, 2017 10:01:09 GMT -6
You converted the trailer by yourself?? The wheel nodes are named wrong I think, take a look at my pic from a convertion I did long time ago (Ivan's Wabash) 
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sickside
Gold Certificate Member
sick ass foo
Posts: 587
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Post by sickside on Jul 5, 2017 10:52:41 GMT -6
Awww shit, that's embarrassing for real, lol xD And yup, it's an own conversion, AO map etc, the original Haulin' Release was made by 'Trucker Dude' I think : )
/
Edit: Nah, that shit don't work, even with right named nodes ; /
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Post by jab on Jul 5, 2017 11:15:08 GMT -6
When you set up that variant in zmod what boxes did you check on it before you typed the name and clicked ok?
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sickside
Gold Certificate Member
sick ass foo
Posts: 587
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Post by sickside on Jul 5, 2017 11:30:32 GMT -6
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Post by jab on Jul 5, 2017 17:09:56 GMT -6
That's set correctly. The only other thing I can think is try to link it to the "vis" and "brace_on" parent nodes instead of the trailer parent node.
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sickside
Gold Certificate Member
sick ass foo
Posts: 587
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Post by sickside on Jul 6, 2017 4:23:36 GMT -6
The only other thing I can think is try to link it to the "vis" and "brace_on" parent nodes instead of the trailer parent node. YESSIIIR!  That took some doing  Thanks!
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Post by Colonel on Jul 6, 2017 11:49:04 GMT -6
Yea you can't assign a variant to the root node to my knowledge. The reason for that, is because the variants are all always applied to the root node, so making one that is assigned to the root node won't do you any good.
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