Problem with model size :(

raubak

Chieftain
Joined
Aug 5, 2019
Messages
87
i trying to make new wonder but size of my model is way bigger in assetEditor , but in blender all proportions is fine
gdgj.jpg
gghj.png
 
omg blender project file is fuc*ed up then cn6 , that why ... SOLVED
 
omg blender project file is fuc*ed up then cn6 , that why ... SOLVED

Possibly you didn't do Ctrl-A to copy Location, Rotation, Scale to Object Data before exporting. Also you can resize models in the .artdefs in many cases.
 
Also you can resize models in the .artdefs in many cases.
Was that added at some point or did I miss it?

Or maybe I've not tried with wonders, IIRC it was city buildings sizes that I wanted to change when I was searching the artdefs :think:
 
Was that added at some point or did I miss it?

Or maybe I've not tried with wonders, IIRC it was city buildings sizes that I wanted to change when I was searching the artdefs :think:

With Wonders I work around it by making them Tile Sets then you can re-scale them in the parent Asset .ast file in the Cook Params.
 
Possibly you didn't do Ctrl-A to copy Location, Rotation, Scale to Object Data before exporting. Also you can resize models in the .artdefs in many cases.
thx
maybe you know about how flag works in Orszaghaz? cuz i don't see the way to added it proper...

gfdg.jpg
hg.jpg
 
thx maybe you know about how flag works in Orszaghaz? cuz i don't see the way to added it proper...

The actual flag is a Visual Effect (VFX) so will only appear when Animations are playing I think.
 
Possibly you didn't do Ctrl-A to copy Location, Rotation, Scale to Object Data before exporting. Also you can resize models in the .artdefs in many cases.
So how do I measure game size objects? wireframe plain is very limited.
 
The actual flag is a Visual Effect (VFX) so will only appear when Animations are playing I think.
ff.jpg


thx that help ! but i still can't see how i can connect VFX to the model ...not see it in BLP entry brouser list :(
or i should just added it by hands in N++?
 
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View attachment 535511

thx that help ! but i still can't see how i can connect VFX to the model ...not see it in BLP entry brouser list :(
or i should just added it by hands in N++?

VFX need to be attached to Attachment Points in the m_Timelines section under Behaviour Data of an *.ast. For example, in WON_Orszaghaz_Movie.ast you can find:

Code:
<m_Timelines>
    ...
    <Element>
        <m_Name text="WORKED_A"/>
        <m_Description text=""/>
        <m_AnimationName text=""/>
        <m_fDuration>1.000000</m_fDuration>
        <m_Triggers>
            <Element>
                <m_eType>ASSET_FX</m_eType>
                <m_Name text="483"/>
                <m_Description text=""/>
                <m_FXName text="FX_Flag_Hungarian"/>
                <m_CollectionName text=""/>
                <m_AttachmentPointName text="FX_Flag"/>
                <m_fStartTime>0.000000</m_fStartTime>
                <m_fDuration>-1.000000</m_fDuration>
                <m_nTrackIndex>0</m_nTrackIndex>
            </Element>
        </m_Triggers>
        ...
        </m_Tracks>
    </Element>
    ...
</m_Timelines>

This attaches the VFX FX_Flag_Hungarian to the Attachment Point named FX_Flag when the build state is WORKED. This is how all VFX are attached.
 
VFX need to be attached to Attachment Points in the m_Timelines section under Behaviour Data of an *.ast. For example, in WON_Orszaghaz_Movie.ast you can find:

Code:
<m_Timelines>
    ...
    <Element>
        <m_Name text="WORKED_A"/>
        <m_Description text=""/>
        <m_AnimationName text=""/>
        <m_fDuration>1.000000</m_fDuration>
        <m_Triggers>
            <Element>
                <m_eType>ASSET_FX</m_eType>
                <m_Name text="483"/>
                <m_Description text=""/>
                <m_FXName text="FX_Flag_Hungarian"/>
                <m_CollectionName text=""/>
                <m_AttachmentPointName text="FX_Flag"/>
                <m_fStartTime>0.000000</m_fStartTime>
                <m_fDuration>-1.000000</m_fDuration>
                <m_nTrackIndex>0</m_nTrackIndex>
            </Element>
        </m_Triggers>
        ...
        </m_Tracks>
    </Element>
    ...
</m_Timelines>

This attaches the VFX FX_Flag_Hungarian to the Attachment Point named FX_Flag when the build state is WORKED. This is how all VFX are attached.
THX !yep i find that code yesterday, but i was try to change(rename ) all the flag VFS files PSB PTL AST, but it doesn't work especially with PSB...may be i don't need it , cuz i scary the game gonna have conflict with names? like i got troubles with my new district and using improvment - ice hoocey rink , they disapire from district and improovments artdefs after cooking in modboddy , so i just copy right file in game folder ...i scary it going to be same if i load mod in steam thru modbuddy and i will can't to fix it
 
THX !yep i find that code yesterday, but i was try to change(rename ) all the flag VFS files PSB PTL AST, but it doesn't work especially with PSB...may be i don't need it , cuz i scary the game gonna have conflict with names? like i got troubles with my new district and using improvment - ice hoocey rink , they disapire from district and improovments artdefs after cooking in modboddy , so i just copy right file in game folder ...i scary it going to be same if i load mod in steam thru modbuddy and i will can't to fix it

Are you actually wanting to edit the texture of the flag itself? If so that is reskinning a VFX which is possible but is a bit more involved - I can maybe do a tutorial for that. If you just want to re-use an existing VFX as it is then there is no need to edit the .psb, ptl and .ast.
 
Are you actually wanting to edit the texture of the flag itself? If so that is reskinning a VFX which is possible but is a bit more involved - I can maybe do a tutorial for that. If you just want to re-use an existing VFX as it is then there is no need to edit the .psb, ptl and .ast.
yep i want new texture not hungarian flag...tutorial will be great ! that very usful info no one work with VFX i reserchi whole site nothing ...
 
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Possibly you didn't do Ctrl-A to copy Location, Rotation, Scale to Object Data before exporting. Also you can resize models in the .artdefs in many cases.
Deliverator... got the same problem but with the Leader , smaller size and he lay down :shifty: Ctrl-A to copy Location, Rotation, Scale to Object Data before exporting -dosen't halp...
i trying to use leader asset from game and connect my mesh to existing vanila bones, and see problems ..
he lay down i think cuz i assign one bone ,just for test ...

fgg.jpg
 
all i can see is problem is nexus can't work with vanila leaders models?
 
all i can see is problem is nexus can't work with vanila leaders models?

There's nothing specific to Leaders that should cause any rescaling. Did you use .cn6 format to import and export to/from Blender? Is the model incorrectly scaled in FGX Viewer too? If not then the issue could be with the Asset files perhaps.

Did you definitely have the mesh selected when you did Ctrl-A Apply Location, Rotation, Scale. I would do each in turn to be sure.
 
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There's nothing specific to Leaders that should cause any rescaling. Did you use .cn6 format to import and export to/from Blender? Is the model incorrectly scaled in FGX Viewer too? If not then the issue could be with the Asset files perhaps.

Did you definitely have the mesh selected when you did Ctrl-A Apply Location, Rotation, Scale. I would do each in turn to be sure.
yeah i fix it it was some issue with obj file ...but problem is in blender not in nexius , when i load vanila model of Teddy it gets error -not enough space

gh.jpg
 
yeah i fix it it was some issue with obj file ...but problem is in blender not in nexius , when i load vanila model of Teddy it gets error -not enough space

Is your hard drive full? The error looks like it happens when attempting to write logging output which is not actual needed to load the model in.

If disk space is not actually an issue then you could try commenting out all the "print" lines in io_import_cn6.py by putting a # at the beginning.

Other things to try:
1) run Blender as Administrator (could be a write permissions issue)
2) run 64 bit version of Blender.
 
Is your hard drive full? The error looks like it happens when attempting to write logging output which is not actual needed to load the model in.

If disk space is not actually an issue then you could try commenting out all the "print" lines in io_import_cn6.py by putting a # at the beginning.

Other things to try:
1) run Blender as Administrator (could be a write permissions issue)
2) run 64 bit version of Blender.
i already have 64 bit blender ,i try everything step by step , still same error... can u try open any leader in blender ? is it will work fine ?
 
i already have 64 bit blender ,i try everything step by step , still same error... can u try open any leader in blender ? is it will work fine ?

I tried with LEAD_SPAI_Phillip.fgx and LEAD_AMER_Theodore.fgx exported to .cn6 and imported to Blender and it worked fine. It does take a while due to the amount of data but it works OK.

upload_2019-10-10_16-23-3.png
 
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