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FPSC Classic Models and Media / Hole Punch making - segment error.

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fallen one
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Posted: 4th Feb 2009 16:39
I am trying to make some hole punch segments, but I am getting an error.

Here is all the steps, with nothing left out or presumed.

I made a mesh, I didn't do any UV mapping to it. Then I opened up the segment editor. clicked on the CVG button, that opened the browser, I picked the mesh, moved it into position, then selected, straight from the room types. (its intended for a wall punch. I saved it out as a fps, put the files into my fpsc directories, opened up the editor, tried picking the hole punch and got this error.
Runtime Error 7001 - Mesh number illegal at line 10046.

What have I done wrong?

veltro
User Banned
Posted: 4th Feb 2009 16:52
You can't make a segment with only hole punch mesh.

In the segment file you need at least a 'standard' mesh. In order to hide that mesh in game you can create a small one, be sure it is NOT CSG IMMUNE and place it so that your hole punch will erase it
fallen one
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Posted: 4th Feb 2009 17:06
So I create a tiny wee mesh inside my hole punch, do I turn its clip off so it doesnt block anything or box collision etc? or doesnt it matter as the hole punch will delete it.
What about calculate visability, do we ignore that?

veltro
User Banned
Posted: 4th Feb 2009 18:31
visibility should be ovrdir (overlay direction) cause you need to direct it (with the arrow) in the editor

the mesh should be position near the floor, so that it doesn't collide, and shuold be very tiny not to be visible
fallen one
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Posted: 4th Feb 2009 18:34
Visability is the button, calculate visabilty, it detects where the mesh is.
The arrow thing is selected from a pulldown menu.
So these are two different things.

One calculate vissability
the other select if its a floor a room a straight section a corner, ect.

Red Eye
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Posted: 4th Feb 2009 18:39
it would be cool it there would be a tutorial for this? Is there a tutorial?


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Dr Parsnips
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Location: London
Posted: 4th Feb 2009 18:42 Edited at: 4th Feb 2009 18:45
yes it comes with the segment kit from TGC on the FPSC website. If you pull down the arrow and select ovrdir, the calcualte visablity numbers should be replaced by "ovrdir" (or something similar) in the middle. You do not have to calculate visability when using ovrdir

veltro
User Banned
Posted: 4th Feb 2009 18:43
You can also texture the mesh with invisible texture like the one in the download.
Aaagreen
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Posted: 4th Feb 2009 18:53
You do need to uv-map the hole mesh, because (with experience), if you dont, the texture of the inside of the wall where you cut will be tiled horribly.

Your signature has been erased by a mod - Please reduce the combined size to 600x120 maximum size
veltro
User Banned
Posted: 4th Feb 2009 18:57
See my .fps file



punch is a box 60 x 80 x 30 centerd at 0, -10, -50 (x,y,z)
mesh2 is a box 2 x 2 x 2 centered at 0, -49, 0

see the image
fallen one
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Posted: 4th Feb 2009 19:08 Edited at: 4th Feb 2009 19:15
I get this error
Runtime Error 7003 - Mesh does not exist at line 10046

when I save this, the mesh that is red, turns grey. also in the segments file where it has made all the usual files it puts a new directory with the same name as the segment and inside is a .x file called
mesh103.x
Whats that about, so what am I doing wrong here. Its not working so far.

(just a note, I didnt put any texture on the little model, nor the hole punch, but then Lee didnt in the tutorial I dont think)

Red Eye
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Posted: 4th Feb 2009 19:19
Quote: "yes it comes with the segment kit from TGC on the FPSC website."


wow nice thanks


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
veltro
User Banned
Posted: 4th Feb 2009 19:20 Edited at: 4th Feb 2009 19:22
For my experience I do not use FPSC Segment creator anymore, I create my .fps file by hand with a text editor, so that I get a full control of it.

By the way check you .fps file: open it with a text editor like note pad, and check your mesh paths and names. See if they correspond to directory where you placed the actual mesh.x/punch.x file

You can use my previously posted .fps file (open the codesnippet to see it) as a template, simply replace my mesh/punch path/names with yours and adjust x,y,z offset if needed.
fallen one
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Posted: 4th Feb 2009 19:33 Edited at: 4th Feb 2009 19:34
here is the code



See this bit

Whats that all about, there is no such mesh at all.
This is the hole punch, but I dont think its using it for a hole punch
pannelout1.x
and this is the tiny mesh I was told to put in
punchremovebox2.x
What am I doing wrong?

fallen one
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Posted: 4th Feb 2009 20:07 Edited at: 4th Feb 2009 20:40
Ill try altering Veltos code and see what happens.
It gave an error, I think its because it doesnt have a texture, Ill try putting one in and see what happens.

I used Veltos code, it worked, but the little cube, is not deleted, it shows up in game, also, when I use the cuttter all the textures of the room turn white.

veltro
User Banned
Posted: 5th Feb 2009 00:19
When a mesh is white there is a problem with texture file: wrong name, wrong path, does not exist,...

The little cube is not deleted, but I got it invisible because I textured it as invisible (see invis_d2.dds texture file attached in a previous post). It is also placed at the very bottom so that
its top is at floor level, to avoid collision problem.

The punch hole should also be depth enough: generally a wall is 5 inches + 5 inches for an external wall, so hole punch should be e.g 20 inches deep. Remeber to place it so that it will cut both internal and external wall

Remeber to have also the correct visibility and blueprint

;Segment Visibility

visoverlay = 1
visfloor = -1
visroof = -1
viswallb = -1
viswallr = -1
viswallf = -1
viswalll = -1
viscornertl = -1
viscornertr = -1
viscornerbr = -1
viscornerbl = -1

;Segment Blueprint

mode = 0
symbol = 0
floorsizey = 0
sidesizex = 100
sidesizey = 100
sidesizez = 100
groundmode = 0

hope this could help
fallen one
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Posted: 5th Feb 2009 01:32
The whole level lost its textures when I put the cutter brush in.

veltro
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Posted: 5th Feb 2009 01:39
Can you post your mesh.x and punch.x files? So I can try with them
Butter fingers
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Posted: 5th Feb 2009 16:13
how complicated is your punch? I had similar problems when using complicated Punches.

Either it went white, or the whole segment deleted.

I want robotic legs.
fallen one
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Posted: 6th Feb 2009 23:52
Did it make the whole level white, I was only testeing on a simple room, so I cant say for a whole level, but it turned the whole room white, the shape was a complex one, rather than puch holes I was trying to punch details into a wall, so it looked like fancy panneling.

veltro
User Banned
Posted: 7th Feb 2009 00:33
Uhm, I also got problems with complex, sharped angled geometry, the wall simply disappears

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