Alternate Model Look Issue

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b738pilot
PPM
Posts: 72
Joined: September 4th, 2020, 2:57 am

Alternate Model Look Issue

Post by b738pilot » September 26th, 2020, 9:07 am

Hi guys,

I used Arayas' alternate model look cloning technique recently to make actually an advert sign look. I made 3 different ones and each one although works perfectly fine in the editor, it appears as a construction site/crane in the game.

Also, when I copy/paste my new look sign in the editor, it pastes as that same crane too.

What causes this model conflict?

Thanks!
b738pilot
PPM
Posts: 72
Joined: September 4th, 2020, 2:57 am

Re: Alternate Model Look Issue

Post by b738pilot » September 26th, 2020, 7:15 pm

Nevermind, fixed. If anyone else has an issue going forward, here was my issue:

My def file was named:

model_def : model.redsea.19 {
model_desc: "/model.redsea/props/advert/egypt/hurghada_wel1.pmd"
category: "Red Sea Map"

}

I changed model.redsea.19 to model.redsea_19 as the .19 was pulling from an SCS model named "model.19" which was an industrial_crane.pmd.

Of course Arayas mentions this in his video so my own mistake, I watched that video a million times and skipped through to the parts I needed a refresher on and assumed "ok I know how to make a def". My advise to other mappers and my own self too is watch Arayas video in detail and every second as you miss one small thing with mapping/modding, you get a random 100 ft crane instead of an advertisement! :)
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BenganJ
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Re: Alternate Model Look Issue

Post by BenganJ » September 26th, 2020, 7:20 pm

@b738pilot

Cool, congrats to your troubleshooting! It's damn easy to miss that one even if you know about it!
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b738pilot
PPM
Posts: 72
Joined: September 4th, 2020, 2:57 am

Re: Alternate Model Look Issue

Post by b738pilot » September 26th, 2020, 8:38 pm

I know, right! Always that sneaky decimal causing troubles!! :)
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