MarlinsMS_35 Posted July 9, 2008 Author Share Posted July 9, 2008 You're not using the default ones? I guess I'll use the default textures then. I'm new at this, so I didn't know what was used default, and what wasn't. Link to comment Share on other sites More sharing options...
MarlinsMS_35 Posted July 10, 2008 Author Share Posted July 10, 2008 What are the different parts of Mfield? Theres about 3 dirts, 4 grasses. I assume its criss cross, diamond etc patterns. Since it's HS, and theres no special patterns, I can make them all normal grass right? Aslo, how would I make a scoreboard? Link to comment Share on other sites More sharing options...
rolie Posted July 10, 2008 Share Posted July 10, 2008 What are the different parts of Mfield? Theres about 3 dirts, 4 grasses. I assume its criss cross, diamond etc patterns. Since it's HS, and theres no special patterns, I can make them all normal grass right? Aslo, how would I make a scoreboard? There a couple ways you can handle the field. You can modify mfield0.o and then duplicate it for the others. Or you can clear up some of the dirt grass models in the mfield and generate a new one in the mstadium. The latter would take a lot more time. The mfield has a lot of restrictions and is fussy at times. Think of the parts as layers. The lower the part number the lower the layer. Anything above that lower part number will always be on top. Link to comment Share on other sites More sharing options...
MarlinsMS_35 Posted July 15, 2008 Author Share Posted July 15, 2008 Finished the field. The only thing left now is the scoreboard. I might try the field out int he game before I put in the scoreboard for curiosity though. Link to comment Share on other sites More sharing options...
MarlinsMS_35 Posted July 16, 2008 Author Share Posted July 16, 2008 Link to comment Share on other sites More sharing options...
wrigleyville33 Posted July 16, 2008 Share Posted July 16, 2008 Wow awesome job man. How long did it take you to even do this? You should take a look into some mlb stadiums. Link to comment Share on other sites More sharing options...
MarlinsMS_35 Posted July 17, 2008 Author Share Posted July 17, 2008 Wow awesome job man. How long did it take you to even do this? You should take a look into some mlb stadiums. I really don't know how long. it was some work here and there since I started it. After this is done I think I will move on to fantasy-style stadiums. Link to comment Share on other sites More sharing options...
philliesphan18 Posted July 19, 2008 Share Posted July 19, 2008 I really don't know how long. it was some work here and there since I started it. After this is done I think I will move on to fantasy-style stadiums. Yes! I've been waiting for such a long time for someone to go into that! And btw, this field now looks amazing so far. Nice work. Link to comment Share on other sites More sharing options...
MarlinsMS_35 Posted July 20, 2008 Author Share Posted July 20, 2008 Alright, so now I'm in the process of importing it back into the game. I've before people have had problems with the "collison data", and I wondered if I would have problems with that, and what I need to avoid in it. Link to comment Share on other sites More sharing options...
rolie Posted July 20, 2008 Share Posted July 20, 2008 A problem I never mentioned in the tutorial is the crazy things that oedit will do when converting your triangles. Sometimes oedit will just weld two vertices located in the same xyz coordinate. This will cause crashes before game loads. A way to prevent this accidental welding is by generating a UV map for the collision data and separating the UV map vertices that overlap. This should prevent this welding and your triangles should keep the same count. Link to comment Share on other sites More sharing options...
MarlinsMS_35 Posted July 23, 2008 Author Share Posted July 23, 2008 So, for creating the new cram 32.fsh, Do I just have to delete everything that's in there, and import the textures I used? Or are they somehow packed into the .z3d->o->ord file? Link to comment Share on other sites More sharing options...
Sean O Posted July 23, 2008 Share Posted July 23, 2008 So, for creating the new cram 32.fsh, Do I just have to delete everything that's in there, and import the textures I used? Or are they somehow packed into the .z3d->o->ord file? I'm not sure what rolie does, but I go through each base stadium and mark what goes where in the removable.o or mstadium.o. In rolie's tutorial, there are spreadsheets with each piece listed, and you have to work through that. So, I match all of my seating with the existing seating, then just import into those parts. Link to comment Share on other sites More sharing options...
MissDCole Posted July 23, 2008 Share Posted July 23, 2008 looks really good so far Link to comment Share on other sites More sharing options...
MarlinsMS_35 Posted July 24, 2008 Author Share Posted July 24, 2008 I didn't touch the removable.o, so i assume that I can just import it back in with no problems. I imported everything in, but the game crashed. Probably because I didn't update the cram32.fsh, and just put it in to see what would happen. I'm attaching my stadium file for zmod so people can critique, and maybe help me with my next step. Edit: For some reason i can't get attachments to work, so I uploaded it here. http://rapidshare.com/files/131954890/msta...master.rar.html Click "free users" on the right. Link to comment Share on other sites More sharing options...
rolie Posted July 24, 2008 Share Posted July 24, 2008 I checked it out looks cool. I wish there was a way to send a Zmod file with the textures intact. As for your crashing. It could be a million things. I can't really tell what causing it without the .big file Your polygon count is like half a million. That will crash any computer to pieces before start. I looked at the zmod file at it looks like the tree count is kinda high. All that backgraound nature I did In DS was flat 2d squares. Link to comment Share on other sites More sharing options...
MarlinsMS_35 Posted July 24, 2008 Author Share Posted July 24, 2008 Maybe I'll just cut down the trees in half, and then try it. Another thing..... When I create the new cram32, do I give the files their names in zmod, or their actual file names? (I abbreviated some stuff for zmod, so I'm just wondering, even though I'm guessing it's the zmod names. Link to comment Share on other sites More sharing options...
rolie Posted July 24, 2008 Share Posted July 24, 2008 Another thing..... When I create the new cram32, do I give the files their names in zmod, or their actual file names? (I abbreviated some stuff for zmod, so I'm just wondering, even though I'm guessing it's the zmod names. What files? Do you mean when you are adding new objects in the cram32? One thing I noticed is that you have your trees in multiple parts. You can just merge them into one part. When you import this part into oiftool you need to select a part that has a known texture assosciated with it. Since you are not using the removable.o then you don't really need to add "new" objects to the cram32. Link to comment Share on other sites More sharing options...
Sean O Posted July 25, 2008 Share Posted July 25, 2008 I'm not sure if Rolie ever came across this, because he was pretty economical with Dodger, but I've had serious .o problems with some of my larger parts. For example, any roof supports (like on Ebbets and Braves) have to be split over a number of different parts or there will be a .o failure. In oedit, two things happen when you import files that are too large. For the first, and Rolie had this with Dodger, it shows a popup window saying ".o file mismatch" or something, but that can be cleared and you'll be ok. But when it shows the second type of error message, you've added too many into a part and won't be able to continue. For this one, the error message can be cleared, but nothing will show up in oedit afterwards. This causes crashes. It's easily fixed, you just need to go back into oiftool and clear out the offending part. However, you should always import the problem children parts one by one, since there's no way otherwise to know which one is the issue. And I assume you know that after importing something into a .o with oiftool that you need to enter some shading information for the vertices in oedit, otherwise it will be invisible. Link to comment Share on other sites More sharing options...
RaptorQuiz Posted September 6, 2008 Share Posted September 6, 2008 Are you still working on this, Marlins? I know you were having some problems getting it in-game. Any progress at all? This is a really cool looking project, and I hope you can get it working. Link to comment Share on other sites More sharing options...
D-Unit Posted September 6, 2008 Share Posted September 6, 2008 Marlins your work so far looks amazing. Hopefully we can see more cause it's great. Link to comment Share on other sites More sharing options...
RdSoxFan618 Posted September 7, 2008 Share Posted September 7, 2008 I can't wait to play with this field. Link to comment Share on other sites More sharing options...
MarlinsMS_35 Posted September 7, 2008 Author Share Posted September 7, 2008 I've been busy, so I haven't touched it in a while. I'll let you know when I pick it back up. Link to comment Share on other sites More sharing options...
rroy0824 Posted November 6, 2008 Share Posted November 6, 2008 are you still working on it or have you stoped? Link to comment Share on other sites More sharing options...
RdSoxFan618 Posted November 6, 2008 Share Posted November 6, 2008 are you still working on it or have you stoped? He's in hiatus. Link to comment Share on other sites More sharing options...
MarlinsMS_35 Posted November 8, 2008 Author Share Posted November 8, 2008 I kind of hit a wall when it came to the collision, and import stuff, but I really haven't had time because of the fall season. Link to comment Share on other sites More sharing options...
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