Rage tools bug reports!

Post » Mon May 06, 2013 11:03 pm

Here's bug report! Adding entity/props/weapons/nailgun to the map shows black box, instead of model. While in map i can't see weapon itself, but there's pick up message, once i do, tools crashes. And here's what nailgun looks like when playing with mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=129925218
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[ becca ]
 
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Post » Tue May 07, 2013 10:12 am

And I would add that many models are not accessible from the browser!
Error or choice?
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Kelly John
 
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Post » Tue May 07, 2013 9:13 am

The nailgun is a specific issue we had and is listed in the FAQ as a known issue.
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Nathan Maughan
 
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Post » Mon May 06, 2013 6:30 pm


And the files of missing models?
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GRAEME
 
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Post » Tue May 07, 2013 4:20 am

Yeah I noticed)) Hope it'll be fixed)
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Chloe Mayo
 
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Post » Mon May 06, 2013 8:51 pm

The nailgun VMTR issue will not likely be fixed; definitely not in the first update.

As far as the missing models, you have access to everything that exists in the three maps we provided, just about all of the AI, and all the player inventory. The nailgun was released with DLC so that's why that isn't there. We made a few passes to remove missing models/entities from the entity browser, but as you know there's about 90,000 decls in total so there's some things that got missed.

Luckily, with the first update we're adding some new maps so you'll get even more to play with
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Minako
 
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Post » Tue May 07, 2013 12:07 am

Sweet, cheers it's definitely appreciated
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Amysaurusrex
 
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Post » Tue May 07, 2013 3:58 am

Great!
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Rudy Paint fingers
 
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Post » Tue May 07, 2013 12:52 am

I might have found a fix/workaround for the nailgun and scenario images VMTR issue.

For the scenario images it's simple enough, just open up the 'decls\typeinfo\dlc_1_scenariolists.tdef' file in a text editor and move the "mapImage" property definitions so they come before the "loadoutList" definitions for each scenario. so they wind up looking like this:
scenarioDecl scenario/ghosthideout {edit = {  displayName = "#str_mapname_ghost_hideout";  scenarioMap = "GAME/wasteland1/ghost_hideout";  spawnSpot = "player_start_from_wasteland";  unavailableText = "#str_achievement_25_desc";  descriptionText = "#str_jobname_wasteland1_hagar_quell_bandit_threat";  requiredAchymantId = 25;  job = "jobs/wasteland1/hagar/quell_bandit_threat";  mapImage = "textures/guis/icons/scenarios/ghost_hideout.tga";  loadoutList = "scenarioloadoutlist/dlc_1_ghosthideout";  scenarioLayers = "lay/veh/wlsplines,lay/job/wl1/always,lay/job/wl1/barricade,lay/job/wl1/barricade_pre_dam,lay/job/hagar/xbow_pre,lay/job/hagar/l1,lay/job/rcbase/pre,lay/job/dc/pre,lay/job/dam/pre,lay/job/hagar/always,lay/job/quest_nav,lay/job/hagar/d_nothing,lay/job/wl1/north_block,lay/sew/1/first,lay/sew/2/first,lay/sew/3/first,lay/sew/4/first,lay/sew/5/first,lay/sew/6/first,lay/sew/7/first,lay/t/1,lay/t/6,lay/t/7,lay/t/3,lay/t/12,lay/t/13,lay/t/15,lay/t/21,lay/t/22,lay/job/wl1/always_cm,lay/job/hagar/dr_d_lock,lay/areas,lay/jumps,lay/job/wl2/always,lay/job/ghost/threat,lay/job/hagar/ghostcar";}

It looks like when it is building the VTMR it's retrieving the unique loadout images from the loadoutList first instead of the map image so they end up in the wrong order for the rage VMTR.


For the nailgun it's a little more complicated, open 'md6\weapons\nailgun\nailgun.md6mesh' in a text editor...

**Updated with a proper fix for the Nailgun**

OK so I had a closer look at what was happening with the nailgun, turns out you don't need to mess with it's meshes at all. There's an asset that jumps into the place for the nailgun_base in the vmtr (models/vehicles/class2/buggy01bodypanels4, if you're wondering), that's why the textures are all screwed up on it and why moving that top shader to the bottom made the other 4 look perfect for me while the nailgun_base texture was still messed up.

To fix the nail gun for your mods open up "decls\skins\vehicle_buggy.skin" and comment out all the declarations for the robocola skin, something like this:
//#ifdef DVD3// robocola// {//  "models/vehicles/class2/buggy01bodypanels"   "models/vehicles/class2/buggy01bodypanels4"// }//#endif
There should be ten of them. Then go to your "generated\skins\m2\" folder and delete the m2 file for the robocola skin.

After that the robocola skin won't try and load into the _vmtr_dlc.vmtr file during build so the nailgun will get slotted into its proper spot and will view correctly in your mod. And you don't have to worry that removing the robocola skin is breaking the game or anything because it's supposed to occupy the last two slots in the VMTR layer and the way Rage uses it's own _vmtr_dlc.vmtr file means it's just as if it was left in and the game can still use it.
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Neil
 
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Post » Tue May 07, 2013 6:10 am

It really works! Thanks a lot BarryK
Here's proof:
http://steamcommunity.com/sharedfiles/filedetails/?id=135816233
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Lily Something
 
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Post » Mon May 06, 2013 10:34 pm

@StevenSerafin Nice to hear about update tool kit in the future! Could we know when will be an update? At this half of year or later? I'm waiting for new pack of great models with broken walls with extended bricks and tons of sweet rubbles, working AI and ambient sounds.
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Emilie M
 
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