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 Out of bounds?

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GlaciaTheWolf
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PostSubject: Out of bounds?   Mon Nov 16, 2015 9:45 pm

I been experimenting for my next IT server. I want to use the feral heart canine models, i added the body and it was fine, i wanted to make the ears replace the head, as a way to "Hide" the IT heads, but when i added the ears i got this:

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Claire
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PostSubject: Re: Out of bounds?   Mon Nov 16, 2015 10:14 pm

Probably because the oIT head uses three submeshes that are required if you fon't want to crash. The FH canine ears probably uses only one submeshe wich is probably why it's crashing, dunno.
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Centelleo
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PostSubject: Re: Out of bounds?   Mon Nov 16, 2015 10:19 pm

Can you import the mesh + skeleton in blender with the plugins somewhere on here and export back out as .mesh again? That way it should be compatible with IT.
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GlaciaTheWolf
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PostSubject: Re: Out of bounds?   Mon Nov 16, 2015 11:31 pm

ive tried to use that importer, it never worked
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Nakti
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PostSubject: Re: Out of bounds?   Tue Nov 17, 2015 2:32 pm

Just add two more submeshes (one - for teeth, one - for eyes).
In blender you can add new materials in properties - materials section and assign the needed parts to them (remember to remove that parts from fir, they will export as different submeshes.

If you have only ears, try adding a 1-3 faces to that new materials, so that they wouldn't be empty - if any material (any submesh) has no vertex, game crashes.

Or just comment all lines containing mHeadEnt->getSubEntity in the source and recompile.
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GlaciaTheWolf
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PostSubject: Re: Out of bounds?   Tue Nov 17, 2015 5:42 pm

Thank yoy. Ill experiment with this information when i get onmy laptop (not fixed yet ill edit this if it works)
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PostSubject: Re: Out of bounds?   Tue Nov 17, 2015 5:49 pm

oh feral heart canine models :v good luck !
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GlaciaTheWolf
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PostSubject: Re: Out of bounds?   Wed Nov 18, 2015 3:17 am

nakti wrote:
Just add two more submeshes (one - for teeth, one - for eyes).
In blender you can add new materials in properties - materials section and assign the needed parts to them (remember to remove that parts from fir, they will export as different submeshes.

If you have only ears, try adding a 1-3 faces to that new materials, so that they wouldn't be empty - if any material (any submesh) has no vertex, game crashes.

Or just comment all lines containing mHeadEnt->getSubEntity in the source and recompile.

Ok, can you tell me where to comment that out? theres alot of them, lol.
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Nakti
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PostSubject: Re: Out of bounds?   Wed Nov 18, 2015 5:30 am

All of them! I suppose...
This might cause errors or just not very right behavior, but if you won't comment them, they will cause errors 100%.
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GlaciaTheWolf
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PostSubject: Re: Out of bounds?   Wed Nov 18, 2015 6:59 pm

Every one of them, not even leaving one out? because i see with the bodies there are at least one, ior would it be possible to make 2 other meshes inside the ears?
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Nakti
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PostSubject: Re: Out of bounds?   Wed Nov 18, 2015 9:17 pm

All ones you have with headent, and that have number x not 0 (mHeadEnt->getSubEntity(x)). Game tries to load submeshes from head, but your head doesn't have them.

OR

If you have access to blender files of ears, you should edit them: add two new materials in the properties. Select a random face in edit mode, go to first material and press "remove" on properties screen; go to second material and press "assign". Then select another face, "remove" it from first material and assign to the third one. Then try to export and add in game. You don't need to edit the source using this method.
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GlaciaTheWolf
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PostSubject: Re: Out of bounds?   Wed Nov 18, 2015 10:18 pm

im trying to fallow the second method, can u provide screenshots?
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Nakti
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PostSubject: Re: Out of bounds?   Wed Nov 18, 2015 10:32 pm

My instructions were a bit incorrect, sorry.

These are for blender v2.7.

You have a head.

Go to the materials page (properties menu).

If you have here 3 materials, skip next step.
Add 2 more materials here.

In edit mode select any face, select second material and press "assign" button.

Than do the same to the third material.
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