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Game crahes when it tries to load my .mesh (Games : Vector Thrust : Forum : Mod Support : Game crahes when it tries to load my .mesh) Locked
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Aug 28 2012 Anchor

User Posted Image
Details:
Mesh is about 16k polys
No textures or bones
I renamed the mesh file after exporting. Did this cause the crash?

Aug 28 2012 Anchor

Actually I think the issue is the Mesh Serializer.
Try something lower, like for ogre 1.6/1.4.

Aug 29 2012 Anchor

User Posted Image
Though now I'm noticing that certain surfaces look crumpled even though they looked fine in max. Is there a way to use the game's shader in max?
Also, my pivot is currently located where the wings are, is that where it should be? The camera does some pretty weird stuff when you're flying a plane this big.

Aug 29 2012 Anchor

Unfortunately, as far as I know there is no way to use the game shader in max.

The position of the pivot depends of the aircraft. Always try to place in a position where pitching would seem natural.
But placing where the wings are usually is enough.

And for a plane of that size, try increasing the distance of the player’s camera.

Aug 30 2012 Anchor

I don't expect anyone to actually want to play as this, but how do you offset the player camera?

Also what does groundOffset do? And is there a way to make these big planes stall when you overbank?

mittsommerschnee
mittsommerschnee Vector Thrust α/β Tester
Aug 31 2012 Anchor
  • OutCamCenterOffset "-3.5" = Y position of outside camera and total distance away from the centre of the craft in question
  • OutCameraDistance "17.8 2" = X Z position of outside camera
  • InCameraPos "0 0.86 -5.577" = X Z Y position of internal HUD/cockpit camera
  • InCamYawLimits "120 40 -120 -40" } \
  • InCamLowPitchLimits "-5 -10 -5" } How far the pilots head can turn in every dimension, uses the "InCameraPos".
  • InCamHighPitchLimits "90 50 90" } /
  • groundOffset "0 0.5 0" = Is how high from sea level the craft is so if its "0 0.5 0" its 5 meters high from the sea level until the ColMesh activates.

Edited by: mittsommerschnee

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Noli Timere Messorem
Aug 31 2012 Anchor

Ok, so I made some cuts for where the doors and landing gear would go but now the smoothing looks all screwed up. Most of these faces are either flat or nearly flat but you wouldn't know it by looking at the mesh in-engine.
User Posted Image
There's also problems like this around the landing gear hatches. I've tried splitting NGONs into tris and quads and even making groups of faces planar but it doesn't help, the smoothing groups still look like shit.

Sep 2 2012 Anchor

Make sure if there aren’t 2 vertices in the same position.
Sometimes when the smoothing is not working properly is because there are multiple vertices at the same position that are not actually connecting with each other.

Sep 2 2012 Anchor

No, I checked for doubles already and didn't find anything. Anyway, Pretty much tore up the parts of the mesh that had those problems (turns out they weren't accurately modeled anyway) and now I have a mesh that I guess will work (thought I'd appreciate it if someone could look over it to make sure)

Feb 9 2013 Anchor

EDIT: Never mind, I figured it out

Edited by: Hellrot_RuRu34

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