Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - LordLennox12

Pages: [1]
1
Game Help / Re: Custom .mesh files crash FH, using Maya 2015
« on: April 29, 2015, 05:05:49 pm »
I can confirm you need to use blender. Just used blender and its works perfectly :) Feral Heart must be quite picky when it comes to its modelling software. Well i'm going to force myself to learn Blender now, but it should be easier for me since i'm already proficient with Maya

2
Game Help / Re: Custom .mesh files crash FH, using Maya 2015
« on: April 29, 2015, 04:11:39 am »
I believe it may be because the item may actually have too many files no matter how low you make it or your FeralHeart file is too full.

If those are invalid reasons, it may be because FeralHeart just won't accept it for some strange reason and ye' gotta used Blender. That's what I usually do to model things.

Ok, thanks for the help  :) I figured it might just be Maya, but I hear there is a way to import maya files into Blender (it just takes a lot more work), so I'll have a look into that as soon as I configure blender to export .mesh files.

3
Game Help / Custom .mesh files crash FH, using Maya 2015
« on: April 28, 2015, 10:13:44 pm »
Hello Community,
                          I have begun experimenting with FH's map making features, and I have been thinking about adding my own .mesh files in there. To test the custom .mesh feature, I created a simple low-poly hat (under 100 polygons) in Maya 2015 using the default lambert material (no fancy textures or colors)



I then used Ogre's scene exporter, which I used to convert this 3D model into the appropriate .mesh and .material files required to allow my hat to be imported into the game: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=OgreMax+Scene+Exporter

Then I placed both my .mesh and .material files into the my_objects folder of the FH directory


However, when I import said .mesh and .material files into the game...


It just flat out crashes, there are no Crash screens, nothing. However, a window's error screen does appear trying to find the solution to the problem (unfortunately it doesn't give me a crash log or anything, it just says FH has crashed)

So this is what happens in a nutshell, onto some more technical stuff.
---------------------------------------------------------------------------------------------------------------------------------------------------------
I know for a fact that my computer can handle this game, I have the following specs


Also, I tried using the object maker on .mesh and .material files that I downloaded from the internet, they work fine.


Therefore I have concluded that I am doing something wrong either through the creation of the 3D model itself, or exporting the file to .mesh and .material... so now I will demonstrate how I created the hat, and how I exported it.

The hat itself started off as a basic cylinder with a minor extrude on the sides to create the hat's rim, that's it. Also, I lowered the polycount on the hat using Mesh>Reduce and removed 50% of the polygons from the model (even though the polygon count was already low)

Explaining how i exported this thing will be difficult, so I'll use screenshots instead:


Above is the settings I have configured for Ogre mesh exports

I then proceeded to export my hat through Ogremax> Export > Export Scene and selected the OgreMax .mesh format


This is the dialogue box i get after export is complete


And of course, I test this thing, and FH crashes. so then I changed my export settings and configured it to export using the .xml
format

Which produces this:


and then i proceeded to convert it to a .mesh file using the OgreXMLConverter, however it produces an error log with the following text:



Invalid Base type?... so after doing this I tried exporting a cube, and the same error message appeared.

I am completely stumped at the moment, and I humbly ask for your help.

LL

Pages: [1]