act has texture in act viewer but editor cant find the file
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incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
act has texture in act viewer but editor cant find the file
I started with my model in 3DS Max. I exported it as an obj file. I then imported it into Milkshape3D and exported it as a bdy file. I then used the AStudio to create an act file from it. I tried to test it in my game and I got an error that said the model could not be found. I opened the act file in the act viewer and sure enough there it was texture and all and it looks great. I have double checked the path to the model and it is correct.
My question is this:
Why would the editor not be able to find a model that is most certainly there?
My question is this:
Why would the editor not be able to find a model that is most certainly there?
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
also, did you put it in the realityfactory/media/actors folder?
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
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incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
I have a glock17 model that started in 3DS Max. It was then
exported as an obj file and imported to Milkshape3D. I then
applied the texture and exported it as a bdy file. At this
point I used the AStudio to turn the file into glock17.act.
then I put the glock17.act in the media\actors\weapons folder,
and made sure that there is a Projectile.act in the same
folder. All of that went flawlessly.
the weapon shows in the game and has a proper texture until
the player picks it up. then it looks as though the texture is
disarranged or out of place.
I then set up the weapon in the weapon.ini
Weapon.ini:
[Glock17Bullet]
type = projectile
actor = Weapons/Projectile.act
rotation = 0 0 0
scale = 0.1
gravity = false
bounce = false
speed = 3000
lifetime = 1
boundingbox = 1
explosion = GeneralExplosion
actorexplosion = GeneralExplosion
showboth = false
attachactor = false
bonelevel = true
damage = 60
altdamage = 15
explosionradius = 128
explosiondamage = 30
decal = 0
movesound = footsteps/footstep.wav
impactsound = Weapons/Impact.wav
[Glock17]
type = weapon
slot = 0
firerate = 1
catagory = projectile
projectile = Glock17Bullet
attribute = health
ammunition = Glock17Bullet
shotpermagazine = 15
ammopershot = 1
attacksound = Weapons/Fire.wav
reloadsound = Weapons/Reload.wav
emptysound = Weapon/Empty.wav
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = -5
recoildecay = 80
;
; 1st Person
;
viewactor = Weapons/glock17.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -90 90 180
viewoffset = -5 -5 -2.5
viewscale = -0.1
viewlaunchoffset = -5 3.5 20
viewlaunchbone = BONE01
viewanimationspeed = 1
viewarmanim = Draw
viewidleanim = Idle
viewattackanim = Fire
viewaltattackanim = Fire
viewhitanim = Fire
viewalthitanim = Fire
viewwalkanim = Walk
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = 10
recoildecay = 5
bobamount = 20
viewreloadanim = Reload
viewkeyreloadanim = Reload
viewattackemptyanim = Fire
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
viewactor = Weapons/glock17.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -90 90 180
viewoffset = -50 -5 -2.5
viewscale = -0.900
viewlaunchoffset = -5 3.5 20
;viewlaunchbone = BONE01
;viewanimationspeed = 1
;viewarmanim = Draw
;viewidleanim = Idle
;viewattackanim = Fire
;viewaltattackanim = Fire
;viewhitanim = Fire
;viewalthitanim = Fire
;viewwalkanim = Walk
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = 10
recoildecay = 5
bobamount = 20
;viewreloadanim = Reload
;viewkeyreloadanim = Reload
;viewattackemptyanim = Fire
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
Then I set the weapon up in the player.ini
Player.ini:
[Glock17]
initial = 0
low = 0
high = 1
[Glock17bullet]
initial = 16
low = 0
high = 32
usedecrease=false
then I Set up an attribute in a test game
Attribute settings:
AIMaterial= False
AmbientColor= 0 0 0
AmbientLight= True
AttributeAltAmount= 0
AttributeAltName=
AttributeAmount= 1
AttributeName= Glock17
BoneName=
ChangeMaker=
Delay= 0.0
EntityName= Glock17
EnvironmentalMapping= False
FillColor= 0 0 0
Gravity= False
HideFromRadar= False
Model= <null>
origin= 934 -224 876
PercentMapping= 100
PercentMaterial= 100
PlayerOnly= False
PowerUp= False
Respawn= False
Scale= 1.0
SetMaximum= False
ShadowAlpha= 128.0
ShadowAlpha=
ShadowBimap=
ShadowSize=
szActorName= weapons\glock17.act
szEntityName=
szRespawnSound=
TriggerName=
UseKey= False
UseProjectedShadows= True
UseStencilShadows= False
I have the weapon from the weapon test level that I
downloaded. Using the weapon from the weapon test demo it works fine.
When I change the AttributeName to Glock17, the EntityName to
Glock17 and the szActorName to weapons\glock17.act the player
can pick up the gun but it wont fire.
Any ideas?
exported as an obj file and imported to Milkshape3D. I then
applied the texture and exported it as a bdy file. At this
point I used the AStudio to turn the file into glock17.act.
then I put the glock17.act in the media\actors\weapons folder,
and made sure that there is a Projectile.act in the same
folder. All of that went flawlessly.
the weapon shows in the game and has a proper texture until
the player picks it up. then it looks as though the texture is
disarranged or out of place.
I then set up the weapon in the weapon.ini
Weapon.ini:
[Glock17Bullet]
type = projectile
actor = Weapons/Projectile.act
rotation = 0 0 0
scale = 0.1
gravity = false
bounce = false
speed = 3000
lifetime = 1
boundingbox = 1
explosion = GeneralExplosion
actorexplosion = GeneralExplosion
showboth = false
attachactor = false
bonelevel = true
damage = 60
altdamage = 15
explosionradius = 128
explosiondamage = 30
decal = 0
movesound = footsteps/footstep.wav
impactsound = Weapons/Impact.wav
[Glock17]
type = weapon
slot = 0
firerate = 1
catagory = projectile
projectile = Glock17Bullet
attribute = health
ammunition = Glock17Bullet
shotpermagazine = 15
ammopershot = 1
attacksound = Weapons/Fire.wav
reloadsound = Weapons/Reload.wav
emptysound = Weapon/Empty.wav
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = -5
recoildecay = 80
;
; 1st Person
;
viewactor = Weapons/glock17.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -90 90 180
viewoffset = -5 -5 -2.5
viewscale = -0.1
viewlaunchoffset = -5 3.5 20
viewlaunchbone = BONE01
viewanimationspeed = 1
viewarmanim = Draw
viewidleanim = Idle
viewattackanim = Fire
viewaltattackanim = Fire
viewhitanim = Fire
viewalthitanim = Fire
viewwalkanim = Walk
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = 10
recoildecay = 5
bobamount = 20
viewreloadanim = Reload
viewkeyreloadanim = Reload
viewattackemptyanim = Fire
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
viewactor = Weapons/glock17.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -90 90 180
viewoffset = -50 -5 -2.5
viewscale = -0.900
viewlaunchoffset = -5 3.5 20
;viewlaunchbone = BONE01
;viewanimationspeed = 1
;viewarmanim = Draw
;viewidleanim = Idle
;viewattackanim = Fire
;viewaltattackanim = Fire
;viewhitanim = Fire
;viewalthitanim = Fire
;viewwalkanim = Walk
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = 10
recoildecay = 5
bobamount = 20
;viewreloadanim = Reload
;viewkeyreloadanim = Reload
;viewattackemptyanim = Fire
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
Then I set the weapon up in the player.ini
Player.ini:
[Glock17]
initial = 0
low = 0
high = 1
[Glock17bullet]
initial = 16
low = 0
high = 32
usedecrease=false
then I Set up an attribute in a test game
Attribute settings:
AIMaterial= False
AmbientColor= 0 0 0
AmbientLight= True
AttributeAltAmount= 0
AttributeAltName=
AttributeAmount= 1
AttributeName= Glock17
BoneName=
ChangeMaker=
Delay= 0.0
EntityName= Glock17
EnvironmentalMapping= False
FillColor= 0 0 0
Gravity= False
HideFromRadar= False
Model= <null>
origin= 934 -224 876
PercentMapping= 100
PercentMaterial= 100
PlayerOnly= False
PowerUp= False
Respawn= False
Scale= 1.0
SetMaximum= False
ShadowAlpha= 128.0
ShadowAlpha=
ShadowBimap=
ShadowSize=
szActorName= weapons\glock17.act
szEntityName=
szRespawnSound=
TriggerName=
UseKey= False
UseProjectedShadows= True
UseStencilShadows= False
I have the weapon from the weapon test level that I
downloaded. Using the weapon from the weapon test demo it works fine.
When I change the AttributeName to Glock17, the EntityName to
Glock17 and the szActorName to weapons\glock17.act the player
can pick up the gun but it wont fire.
Any ideas?
Last edited by incenseman2003 on Wed Mar 22, 2006 6:02 pm, edited 1 time in total.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
-
incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
Opps!! My bad I meant to say that the files are in the media\actors\weapons dir. I double checked and they are right where they are suposed to be.
Thanks for prompting me to double check myself.
Thanks for prompting me to double check myself.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
1. check the log, and post it here.
2. make sure "projectile.act" exists.
2. make sure "projectile.act" exists.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
-
incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
Projectile.act does exist. I put in the media\actors\weapons dir myself.
Here is the log.
There is alot here that does not influence the game play. Its not hard to sort through and decide what is pertains to my issue.
Initializing Game Shell...
--------------------------------------
--- Reality Factory 0.75 ---
--- For more Information, visit: ---
--- http://www.realityfactory.ca ---
--------------------------------------
Parsed RealityFactory.ini file
Genesis3D Initialized
VFS detected (not encrypted)...
Initializing Camera Manager...
Initializing User Input Subsystem...
Initializing Audio Manager Subsystem...
Initializing CD Audio Manager Subsystem...
Initializing Midi Audio Manager Subsystem...
Initializing RF Menu Manager Subsystem...
Initializing Network...
Loading Menu.ini...
Parsing Menu.ini...
Initializing Menu
Initializing Collision Manager Subsystem...
Initializing Network Manager Subsystem...
Initializing AVIFile Video Subsystem...
Launching Reality Factory Game Shell...
Launching Preview from Editor, bypassing G3d Logo for DEBUG purposes ONLY...
Previewing Level as SinglePlayer Client...
Initializing Level: rfeditpro2.bsp
Configuring Camera Defaults...
Initializing Entity Registry...
Initializing Terrain Manager...
Initializing Effects Manager...
Initializing Actor Manager...
Parsing Environment Setup Entity...
Initializing Model Manager...
Creating Player Avatar...
Loading Player Avatar...
Initializing HUD...
Initializing Damage Subsystem...
Initializing FixedCamera Manager Subsystem...
Loading Player Configuration...
Loading Attributes and Player Configuration from PlayerSetup.ini
Loading Environmental Audio
Parsing PlayerSetup Entity
Set Initial Player Actor Scale, Rotation, Shadow and Lighting
Set Player Bounding Box
Parsing EnvironmentSetup Entity
File 'install\attribute.ini' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '9', file 'install\attribute.ini'
File C:\RealityFactory\source\CPlayer.cpp - Line 1183: Failed to open Attribute Info file 'attribute.ini'
Initializing Automatic Door Manager Subsystem...
Initializing Moving Platform Manager Subsystem...
Initializing Teleport Manager Subsystem...
Initializing MorphingField Effects Manager Subsystem...
Initializing 3d AudioSource Manager Subsystem...
Initializing Particle Effects Manager Subsystem...
Initializing Static Entity Props Subsystem...
Initializing Static Mesh Subsystem...
Initializing Soundtrack Toggle Subsystem...
Initializing Streaming Audio Manager Subsystem...
Initializing Video Texture Manager Subsystem...
Initializing Corona Manager Subsystem...
Initializing Dynamic Light Manager Subsystem...
Initializing ElectricBolt Manager Subsystem...
Initializing Procedural Texture Manager Subsystem...
Initializing Path Database...
Initializing Path Followers...
Initializing Rain Effects Manager...
Initializing Spout Effects Manager...
Initializing ActorSpout Effects Manager...
Initializing Floating Particle Effects Manager...
Initializing eChaos Effects Manager...
Initializing Flame Effects Manager...
Initializing ScriptPoint Manager Subsystem...
Initializing Pawn Manager Subsystem...
File 'media\video\menu\Credit.bmp' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '2', file 'media\video\menu\Credit.bmp'
File 'media\video\menu\Credit.bmp' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '2', file 'media\video\menu\Credit.bmp'
File 'media\audio\catgroan.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\catgroan.wav'
File 'media\audio\death1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death1.wav'
File 'media\audio\death1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death1.wav'
File 'media\audio\fart.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\fart.wav'
File 'media\audio\death3.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death3.wav'
File 'media\audio\shotfire.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shotfire.wav'
File 'media\audio\shoot1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shoot1.wav'
File 'media\audio\shoot1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shoot1.wav'
File 'media\audio\boar28.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\boar28.wav'
File 'media\audio\punched1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\punched1.wav'
File 'media\audio\uuh.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\uuh.wav'
File 'media\audio\catgroan.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\catgroan.wav'
File 'media\audio\death1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death1.wav'
File 'media\audio\death1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death1.wav'
File 'media\audio\fart.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\fart.wav'
File 'media\audio\death3.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death3.wav'
File 'media\audio\shotfire.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shotfire.wav'
File 'media\audio\shoot1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shoot1.wav'
File 'media\audio\shoot1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shoot1.wav'
File 'media\audio\boar28.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\boar28.wav'
File 'media\audio\punched1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\punched1.wav'
File 'media\audio\uuh.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\uuh.wav'
File 'media\audio\catgroan.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\catgroan.wav'
File 'media\audio\death1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death1.wav'
File 'media\audio\death1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death1.wav'
File 'media\audio\fart.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\fart.wav'
File 'media\audio\death3.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death3.wav'
File 'media\audio\shotfire.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shotfire.wav'
File 'media\audio\shoot1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shoot1.wav'
File 'media\audio\shoot1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shoot1.wav'
File 'media\audio\boar28.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\boar28.wav'
File 'media\audio\punched1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\punched1.wav'
File 'media\audio\uuh.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\uuh.wav'
Initializing ChangeAttribute Manager Subsystem...
Initializing Countdown Manager Subsystem...
Initializing Trigger Manager Subsystem...
Initializing LogicHandler Subsystem...
Initializing Message Manager Subsystem...
Initializing Effect Manager Subsystem...
Initializing Weapon Manager Subsystem...
File 'media\audio\Weapon/Empty.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\Weapon/Empty.wav'
File 'media\audio\Weapon/Empty.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\Weapon/Empty.wav'
Initializing FirePoint Manager Subsystem...
Initializing Flipbook Manager Subsystem...
Initializing AreaCheck Manager Subsystem...
Initializing Foliage Manager Subsystem...
Initializing Tree Manager Subsystem...
Initializing PWXImage Manager Subsystem...
Initializing Shadow Manager Subsystem...
Initializing Decal Manager Subsystem...
Initializing WallDecal Manager Subsystem...
Initializing LevelController Manager Subsystem...
Initializing Attribute Manager Subsystem...
Initializing Explosion Manager Subsystem...
Initializing Explosion Subsystem...
Initializing ChangeLevel Manager Subsystem...
Initializing ScreenShake Subsystem...
Initializing ViewSwitch Subsystem...
Initializing Inventory Subsystem...
Initializing Liquid Subsystem...
Initializing Overlay Subsystem...
Initializing TextureMorph Subsystem...
Initializing CutScene Subsystem...
Initializing ActorMaterial Subsystem...
Initializing Armour Subsystem...
Initializing LiftBelt Manager...
Initializing CDSpotlight Manager...
Initializing CurvedSurfaces Manager...
Preparing to Launch Game...
CRFMenu::GameLoop() - Setup and Run Level
CRFMenu::GameLevel() - Entering Inner Game Loop
Entering CRFMenu::DoMenu()
Creating Camera
Entering CRFMenu::ProcessMenu
Entering Windows Message Loop, Rendering Game Menu
Saving Attributes & Settings files...
Destroying Camera...
Shutting Down Reality Factory Game Shell...
Shutting Down AVIFile Video Subsystem...
Shutting Down Network Manager Subsystem...
Shutting Down Collision Manager Subsystem...
Shutting Down RF Menu Manager Subsystem...
Shutting Down CD Audio Manager Subsystem...
Shutting Down Midi Audio Manager Subsystem...
Shutting Down Audio Manager Subsystem...
Shutting Down User Input Manager Subsystem...
Shutting Down Camera Manager Subsystem...
Shutting Down Graphics Subsystem...
Successful Shutdown
Here is the log.
There is alot here that does not influence the game play. Its not hard to sort through and decide what is pertains to my issue.
Initializing Game Shell...
--------------------------------------
--- Reality Factory 0.75 ---
--- For more Information, visit: ---
--- http://www.realityfactory.ca ---
--------------------------------------
Parsed RealityFactory.ini file
Genesis3D Initialized
VFS detected (not encrypted)...
Initializing Camera Manager...
Initializing User Input Subsystem...
Initializing Audio Manager Subsystem...
Initializing CD Audio Manager Subsystem...
Initializing Midi Audio Manager Subsystem...
Initializing RF Menu Manager Subsystem...
Initializing Network...
Loading Menu.ini...
Parsing Menu.ini...
Initializing Menu
Initializing Collision Manager Subsystem...
Initializing Network Manager Subsystem...
Initializing AVIFile Video Subsystem...
Launching Reality Factory Game Shell...
Launching Preview from Editor, bypassing G3d Logo for DEBUG purposes ONLY...
Previewing Level as SinglePlayer Client...
Initializing Level: rfeditpro2.bsp
Configuring Camera Defaults...
Initializing Entity Registry...
Initializing Terrain Manager...
Initializing Effects Manager...
Initializing Actor Manager...
Parsing Environment Setup Entity...
Initializing Model Manager...
Creating Player Avatar...
Loading Player Avatar...
Initializing HUD...
Initializing Damage Subsystem...
Initializing FixedCamera Manager Subsystem...
Loading Player Configuration...
Loading Attributes and Player Configuration from PlayerSetup.ini
Loading Environmental Audio
Parsing PlayerSetup Entity
Set Initial Player Actor Scale, Rotation, Shadow and Lighting
Set Player Bounding Box
Parsing EnvironmentSetup Entity
File 'install\attribute.ini' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '9', file 'install\attribute.ini'
File C:\RealityFactory\source\CPlayer.cpp - Line 1183: Failed to open Attribute Info file 'attribute.ini'
Initializing Automatic Door Manager Subsystem...
Initializing Moving Platform Manager Subsystem...
Initializing Teleport Manager Subsystem...
Initializing MorphingField Effects Manager Subsystem...
Initializing 3d AudioSource Manager Subsystem...
Initializing Particle Effects Manager Subsystem...
Initializing Static Entity Props Subsystem...
Initializing Static Mesh Subsystem...
Initializing Soundtrack Toggle Subsystem...
Initializing Streaming Audio Manager Subsystem...
Initializing Video Texture Manager Subsystem...
Initializing Corona Manager Subsystem...
Initializing Dynamic Light Manager Subsystem...
Initializing ElectricBolt Manager Subsystem...
Initializing Procedural Texture Manager Subsystem...
Initializing Path Database...
Initializing Path Followers...
Initializing Rain Effects Manager...
Initializing Spout Effects Manager...
Initializing ActorSpout Effects Manager...
Initializing Floating Particle Effects Manager...
Initializing eChaos Effects Manager...
Initializing Flame Effects Manager...
Initializing ScriptPoint Manager Subsystem...
Initializing Pawn Manager Subsystem...
File 'media\video\menu\Credit.bmp' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '2', file 'media\video\menu\Credit.bmp'
File 'media\video\menu\Credit.bmp' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '2', file 'media\video\menu\Credit.bmp'
File 'media\audio\catgroan.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\catgroan.wav'
File 'media\audio\death1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death1.wav'
File 'media\audio\death1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death1.wav'
File 'media\audio\fart.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\fart.wav'
File 'media\audio\death3.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death3.wav'
File 'media\audio\shotfire.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shotfire.wav'
File 'media\audio\shoot1.wav' not found in Real File System, searching in VFS
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File 'media\audio\boar28.wav' not found in Real File System, searching in VFS
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File 'media\audio\uuh.wav' not found in Real File System, searching in VFS
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File 'media\audio\catgroan.wav' not found in Real File System, searching in VFS
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OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death1.wav'
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OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\fart.wav'
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OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\death3.wav'
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OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shoot1.wav'
File 'media\audio\shoot1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\shoot1.wav'
File 'media\audio\boar28.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\boar28.wav'
File 'media\audio\punched1.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\punched1.wav'
File 'media\audio\uuh.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\uuh.wav'
Initializing ChangeAttribute Manager Subsystem...
Initializing Countdown Manager Subsystem...
Initializing Trigger Manager Subsystem...
Initializing LogicHandler Subsystem...
Initializing Message Manager Subsystem...
Initializing Effect Manager Subsystem...
Initializing Weapon Manager Subsystem...
File 'media\audio\Weapon/Empty.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\Weapon/Empty.wav'
File 'media\audio\Weapon/Empty.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\Weapon/Empty.wav'
Initializing FirePoint Manager Subsystem...
Initializing Flipbook Manager Subsystem...
Initializing AreaCheck Manager Subsystem...
Initializing Foliage Manager Subsystem...
Initializing Tree Manager Subsystem...
Initializing PWXImage Manager Subsystem...
Initializing Shadow Manager Subsystem...
Initializing Decal Manager Subsystem...
Initializing WallDecal Manager Subsystem...
Initializing LevelController Manager Subsystem...
Initializing Attribute Manager Subsystem...
Initializing Explosion Manager Subsystem...
Initializing Explosion Subsystem...
Initializing ChangeLevel Manager Subsystem...
Initializing ScreenShake Subsystem...
Initializing ViewSwitch Subsystem...
Initializing Inventory Subsystem...
Initializing Liquid Subsystem...
Initializing Overlay Subsystem...
Initializing TextureMorph Subsystem...
Initializing CutScene Subsystem...
Initializing ActorMaterial Subsystem...
Initializing Armour Subsystem...
Initializing LiftBelt Manager...
Initializing CDSpotlight Manager...
Initializing CurvedSurfaces Manager...
Preparing to Launch Game...
CRFMenu::GameLoop() - Setup and Run Level
CRFMenu::GameLevel() - Entering Inner Game Loop
Entering CRFMenu::DoMenu()
Creating Camera
Entering CRFMenu::ProcessMenu
Entering Windows Message Loop, Rendering Game Menu
Saving Attributes & Settings files...
Destroying Camera...
Shutting Down Reality Factory Game Shell...
Shutting Down AVIFile Video Subsystem...
Shutting Down Network Manager Subsystem...
Shutting Down Collision Manager Subsystem...
Shutting Down RF Menu Manager Subsystem...
Shutting Down CD Audio Manager Subsystem...
Shutting Down Midi Audio Manager Subsystem...
Shutting Down Audio Manager Subsystem...
Shutting Down User Input Manager Subsystem...
Shutting Down Camera Manager Subsystem...
Shutting Down Graphics Subsystem...
Successful Shutdown
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
make sure the empty sound exists.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
-
incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
AndyCR,
I will do that but the logs show that the game conitues to load without it being there. I have been testing games successfully without. Taking that into consideration, are there any other thoughts?
thanks for the prompt response.
I will do that but the logs show that the game conitues to load without it being there. I have been testing games successfully without. Taking that into consideration, are there any other thoughts?
thanks for the prompt response.
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
that may be a problem as well, as when the gun fires it of course checks whether its empty and if not fire, and thats when it would "miss" empty.wav.File 'media\audio\Weapon/Empty.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\Weapon/Empty.wav'
File 'media\audio\Weapon/Empty.wav' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '1', file 'media\audio\Weapon/Empty.wav'
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
- QuestOfDreams
- Site Admin
- Posts: 1522
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
probably more important: where's your attribute.ini file?
File 'install\attribute.ini' not found in Real File System, searching in VFS
OpenRFFile: VFS file open attempt failed on type '9', file 'install\attribute.ini'
File C:\RealityFactory\source\CPlayer.cpp - Line 1183: Failed to open Attribute Info file 'attribute.ini'
-
incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
QuestOfDreams,
I fixed the empty.wave .
There is no file called 'attribute.ini' in my Reality Fatory install folder. I see that the log mentions it. Many of the games that were made in Reality Factory that I have downloaded dont have it either.
Is this a file that is important?
What does it govern?
If that were the issue then would the generic weapon work since I used an attribute for that to?
I have 2 weapons, the glock17 and the generic weapon I have used attribtes for both. The only thing that is different between them is AttributeNmae, EntityName and the szActorsName. That really is the only thing that is different.
I have set up the glock and the other weapon in the same room on the same level at the same time and the generic weapon works fine, but now I try to pick up the glock and I just walk through it and cant even pick it up. I have not change the files below at all. Im really stumped. If I haven't changed the files then I should be able to at leased pick the glock up like before.
The generic works fine.
The glock does not.
Here again are the details for reference:
Weapon.ini:
[Glock17Bullet]
type = projectile
actor = Weapons/Projectile.act
rotation = 0 0 0
scale = 0.1
gravity = false
bounce = false
speed = 3000
lifetime = 1
boundingbox = 1
explosion = GeneralExplosion
actorexplosion = GeneralExplosion
showboth = false
attachactor = false
bonelevel = true
damage = 60
altdamage = 15
explosionradius = 128
explosiondamage = 30
decal = 0
movesound = footsteps/footstep.wav
impactsound = Weapons/Impact.wav
[Glock17]
type = weapon
slot = 0
firerate = 1
catagory = projectile
projectile = Glock17Bullet
attribute = health
ammunition = Glock17Bullet
shotpermagazine = 15
ammopershot = 1
attacksound = Weapons/Fire.wav
reloadsound = Weapons/Reload.wav
emptysound = Weapon/Empty.wav
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = -5
recoildecay = 80
;
; 1st Person
;
viewactor = Weapons/glock17.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -90 90 180
viewoffset = -5 -5 -2.5
viewscale = -0.1
viewlaunchoffset = -5 3.5 20
viewlaunchbone = BONE01
viewanimationspeed = 1
viewarmanim = Draw
viewidleanim = Idle
viewattackanim = Fire
viewaltattackanim = Fire
viewhitanim = Fire
viewalthitanim = Fire
viewwalkanim = Walk
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = 10
recoildecay = 5
bobamount = 20
viewreloadanim = Reload
viewkeyreloadanim = Reload
viewattackemptyanim = Fire
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
viewactor = Weapons/glock17.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -90 90 180
viewoffset = -50 -5 -2.5
viewscale = -0.900
viewlaunchoffset = -5 3.5 20
;viewlaunchbone = BONE01
;viewanimationspeed = 1
;viewarmanim = Draw
;viewidleanim = Idle
;viewattackanim = Fire
;viewaltattackanim = Fire
;viewhitanim = Fire
;viewalthitanim = Fire
;viewwalkanim = Walk
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = 10
recoildecay = 5
bobamount = 20
;viewreloadanim = Reload
;viewkeyreloadanim = Reload
;viewattackemptyanim = Fire
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
Then I set the weapon up in the player.ini
Player.ini:
[Glock17]
initial = 0
low = 0
high = 1
[Glock17bullet]
initial = 16
low = 0
high = 32
usedecrease=false
then I Set up an attribute in a test game
Attribute settings:
AIMaterial= False
AmbientColor= 0 0 0
AmbientLight= True
AttributeAltAmount= 0
AttributeAltName=
AttributeAmount= 1
AttributeName= Glock17
BoneName=
ChangeMaker=
Delay= 0.0
EntityName= Glock17
EnvironmentalMapping= False
FillColor= 0 0 0
Gravity= False
HideFromRadar= False
Model= <null>
origin= 934 -224 876
PercentMapping= 100
PercentMaterial= 100
PlayerOnly= False
PowerUp= False
Respawn= False
Scale= 1.0
SetMaximum= False
ShadowAlpha= 128.0
ShadowAlpha=
ShadowBimap=
ShadowSize=
szActorName= weapons\glock17.act
szEntityName=
szRespawnSound=
TriggerName=
UseKey= False
UseProjectedShadows= True
UseStencilShadows= False
I fixed the empty.wave .
There is no file called 'attribute.ini' in my Reality Fatory install folder. I see that the log mentions it. Many of the games that were made in Reality Factory that I have downloaded dont have it either.
Is this a file that is important?
What does it govern?
If that were the issue then would the generic weapon work since I used an attribute for that to?
I have 2 weapons, the glock17 and the generic weapon I have used attribtes for both. The only thing that is different between them is AttributeNmae, EntityName and the szActorsName. That really is the only thing that is different.
I have set up the glock and the other weapon in the same room on the same level at the same time and the generic weapon works fine, but now I try to pick up the glock and I just walk through it and cant even pick it up. I have not change the files below at all. Im really stumped. If I haven't changed the files then I should be able to at leased pick the glock up like before.
The generic works fine.
The glock does not.
Here again are the details for reference:
Weapon.ini:
[Glock17Bullet]
type = projectile
actor = Weapons/Projectile.act
rotation = 0 0 0
scale = 0.1
gravity = false
bounce = false
speed = 3000
lifetime = 1
boundingbox = 1
explosion = GeneralExplosion
actorexplosion = GeneralExplosion
showboth = false
attachactor = false
bonelevel = true
damage = 60
altdamage = 15
explosionradius = 128
explosiondamage = 30
decal = 0
movesound = footsteps/footstep.wav
impactsound = Weapons/Impact.wav
[Glock17]
type = weapon
slot = 0
firerate = 1
catagory = projectile
projectile = Glock17Bullet
attribute = health
ammunition = Glock17Bullet
shotpermagazine = 15
ammopershot = 1
attacksound = Weapons/Fire.wav
reloadsound = Weapons/Reload.wav
emptysound = Weapon/Empty.wav
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = -5
recoildecay = 80
;
; 1st Person
;
viewactor = Weapons/glock17.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -90 90 180
viewoffset = -5 -5 -2.5
viewscale = -0.1
viewlaunchoffset = -5 3.5 20
viewlaunchbone = BONE01
viewanimationspeed = 1
viewarmanim = Draw
viewidleanim = Idle
viewattackanim = Fire
viewaltattackanim = Fire
viewhitanim = Fire
viewalthitanim = Fire
viewwalkanim = Walk
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = 10
recoildecay = 5
bobamount = 20
viewreloadanim = Reload
viewkeyreloadanim = Reload
viewattackemptyanim = Fire
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
viewactor = Weapons/glock17.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -90 90 180
viewoffset = -50 -5 -2.5
viewscale = -0.900
viewlaunchoffset = -5 3.5 20
;viewlaunchbone = BONE01
;viewanimationspeed = 1
;viewarmanim = Draw
;viewidleanim = Idle
;viewattackanim = Fire
;viewaltattackanim = Fire
;viewhitanim = Fire
;viewalthitanim = Fire
;viewwalkanim = Walk
muzzleflash = MuzzleFlash1
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = true
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
recoilamount = 10
recoildecay = 5
bobamount = 20
;viewreloadanim = Reload
;viewkeyreloadanim = Reload
;viewattackemptyanim = Fire
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0
Then I set the weapon up in the player.ini
Player.ini:
[Glock17]
initial = 0
low = 0
high = 1
[Glock17bullet]
initial = 16
low = 0
high = 32
usedecrease=false
then I Set up an attribute in a test game
Attribute settings:
AIMaterial= False
AmbientColor= 0 0 0
AmbientLight= True
AttributeAltAmount= 0
AttributeAltName=
AttributeAmount= 1
AttributeName= Glock17
BoneName=
ChangeMaker=
Delay= 0.0
EntityName= Glock17
EnvironmentalMapping= False
FillColor= 0 0 0
Gravity= False
HideFromRadar= False
Model= <null>
origin= 934 -224 876
PercentMapping= 100
PercentMaterial= 100
PlayerOnly= False
PowerUp= False
Respawn= False
Scale= 1.0
SetMaximum= False
ShadowAlpha= 128.0
ShadowAlpha=
ShadowBimap=
ShadowSize=
szActorName= weapons\glock17.act
szEntityName=
szRespawnSound=
TriggerName=
UseKey= False
UseProjectedShadows= True
UseStencilShadows= False
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.
for one thing, you have alot of repeated entries in your ini file. for another, your trying to attach the attribute to an entity that dosent exist. remove the text iun the EntityName field. thats for attaching it to another entity. if you want to give the gun a unique name, put it in the szEntityName field.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
-
incenseman2003
- Posts: 320
- Joined: Sat Mar 11, 2006 11:41 pm
Ok have fixed all that and still cannot pick up the weapon. shouldnt it be working? Im not giving up though. Im actually having fun at this. You guys are reall good sports. Thanks for not giving up on me. LOL
Patience and tolerance are the keys to the passage of knowledge. Even those that are the most knowledgeable started with many questions.