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Models file corrupted after using "delete selected" button #198
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*Update! * I tracked the corruption using the "delete selected" button on either the tinyobject entity I added so I I shall try to make the file work again w/o using that option and see if I can make a working model. |
Thanks for spotting! Glad you have figured a workaround for now. I'm away on holiday this week but will get on to a fix as soon as I'm back :) |
Is this using the staging branch btw, or main? |
This is on Staging branch. After my revelation about deleting earlier I managed to add the reference to the commands editor, but the extra node layers you mentioned created some duplication of the material items. And in the case of the last one the material referenced in the tech_hub model EMI_Panel_Sqr_Dmd->EMI_Panel_Sqr_Dmd was not available to select in the hab_corporatepent file To work around I tried chosing the one that said had sqr in the title and resembled the default material.. Added a tinybutton object in a position that would have it floating.. I just wanted to test whether it was added successfully. Mysteriously, I still had crashes to desktop upon trying to load the mission 17 save file. This happened even though it's So perhaps a note of warning that messing with models might need to make backups of files and save files. With this in mind I might soldier ahead and try experimenting more. Enjoy your vacation. Hope you're having fun. :) |
For reference to the underlying want of having the TinyButton object composite in hab_corporatepent map I want I found this out by accident by walking through where I'd evidently place it for testing before it kept crashing. I moved it and linked it to the door I originally intended and low and behold it works. All that is needed now is making the model appear. But I'm happy to just have the button prompt and function at this point. |
I am trying to reproduce the TinyButton object in the CorporatePenthouse map.
I want to add an emergency override button but the button object seems to not be in the file by default.
I've reproduced the composite including all the many linkes and went onto the models.
Last night in #197 I asked about how to export / import properly. I seem to have figured out how to do it,
but I'm not sure if it's me or if the program is not working as intended. First I could not export in what
appears to be the default fbx format. Upon trying to import it throws an error about mesh linking not found.
I posted a screenshot on #197 I used the obj format which worked across the board. I had to export each
component object of the TinyButton model manually though. Is that working as intended? It seemed to
work OK, but was tedious.
I imported each component and set the texture colors manually as well. All seemed OK.
I closed everything down and opened the commands editor to add the model to the
references in the tinybutton composite. And this is where things have turned; the entire list of
models in the file is now missing. I thought it was just happening when I used the commands editor
to find the models. Reopening the model file in the asset editor and the entire file is just gone.
There's a lone hierarchy rooted on global and that is all. Everything else seems to have been
removed including the edits I made.
I'm sure I've done this entire task the hardest way but I seem to have created or triggered a bug.
I zipped up the files that the asset and commands editors changed and posted them here:
https://u.pcloud.link/publink/show?code=XZardEVZNiKFQveJbXkAvlbfsQ2g8J6cbRm7
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