Modding errors: Difference between revisions

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m (.. but thanks for underlining that txmp creation should be "business as usual" again)
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:Neo and I discussed this issue and it has been resolved.  I used OniSplit v.54 to create the TXMP, however, you used v.52 to build the .dat.  There was a change on how Onisplit handled the byte swapping, however, in v.55, the creating of TXMP is now compatible with previous versions.  [[User:EdT|EdT]] 23:41, 8 July 2011 (CEST)
:Neo and I discussed this issue and it has been resolved.  I used OniSplit v.54 to create the TXMP, however, you used v.52 to build the .dat.  There was a change on how Onisplit handled the byte swapping, however, in v.55, the creating of TXMP is now compatible with previous versions.  [[User:EdT|EdT]] 23:41, 8 July 2011 (CEST)
::I'm sorry if you felt set into an uncomfortable light but this was nothing more than another little piece of documentation, really. =) --[[User:Paradox-01|paradox-01]] 08:32, 9 July 2011 (CEST)


====missing animation collection (TRAC)====
====missing animation collection (TRAC)====

Revision as of 06:32, 9 July 2011

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Unfinished building-60px.jpg

This page is unfinished. Can you fill in any missing information?
If it is not clear which part of the page is unfinished, ask on the talk page.

frequently asked questions

ouch2_tn.jpg
Well... yea... shit happens.

  • Why does Oni crash on game start?
What did you worked on? TRAM?
You are using a mod with bgra32 textures and an old engine that doesn't support bgra32.
  • Why can't I convert TRAMs?
See HERE if you use "-create:tram".
  • Why are body parts in one place in the dae file?
Because the file wasn't saved the right way. Read on here.

binary errors

crash while starting Oni

... due to overloaded animation

Animations with more than 107 keys per bone crash the game. You can import animations with more than 107 frames if the keys cover multiple frames.

For example 12 frames <EKey>12 -156.628983 -14.6175327 -78.3831558</EKey>

Such range and EKeys are produced by an older onisplit version. See HERE.

crash while loading a level

... due to missing files

AKEV don't tolerate missing textures.

non-crash errors

These errors are visible inside the game and don't cause a crash when they appear.

missing texture (TXMP)

The texture is either missing, or the texture name and the link in TRMA are unequal.

distorted colors in textures (TXMP)

color_spectrum_test_tn.jpg

Why do my source and re-extracted textures look okay but in-game the colors are distorted? The "little endian data" flag in the oni file is missing. More information over here.

Neo and I discussed this issue and it has been resolved. I used OniSplit v.54 to create the TXMP, however, you used v.52 to build the .dat. There was a change on how Onisplit handled the byte swapping, however, in v.55, the creating of TXMP is now compatible with previous versions. EdT 23:41, 8 July 2011 (CEST)
I'm sorry if you felt set into an uncomfortable light but this was nothing more than another little piece of documentation, really. =) --paradox-01 08:32, 9 July 2011 (CEST)

missing animation collection (TRAC)

missing 3D model (TRBS)

not working combos (TRAM)

Situation: When you create combos you want to test your moves in-game. And each move actually works (test via: chr_animate) but the combo does not work.

Requirements to prevent that bug:

  • <Attacks> and <HorizontalExtents> data is needed
  • correct links at the Direct Animations tag
  • correct links inside character's animation collection (TRAC)

dev mode error messages

  • throwtarget was NULL - The throw target animation was not found.

BSL errors

  • Func "main", File "(called from engine)", Line 0: semantic error, function "main" does not exist - Function "main" wasn't found in any bsl file. (This can also happen with any other function.)
  • Func "(null)", File "test.bsl", Line 3: semantic error, Identifier "main" already declared - In this case the function "main" is double, it can be found in the file "test.bsl" at line 3. (It's not the first but the last line of the double function.)
  • Func "(null)", File "main.bsl", Line 1: Illegal token, got "func" expected ";" - The variable declaration didn't ended with a semicolon.

onisplit error messages

TRAM-related

  • COLLADA error: dublicate id light - Maybe your dae file has more than one root scene. In this case you can right-click the model (that selects all 19 bones), then you go to the crosswalk seettings, check "Selection Only" and save the file.
  • .dae files cannot be imported as TRAM - Newer onisplit versions doesn't seem to support "-create:tram" any longer. If you use that command download an older version. v0.9.41.0


AE Installer

blank mod list

Your user accout probably don't have all nessecary rights that the AEInstaller need. (E.g. on Windows, this can happen if you have Oni installed on an old hard disc drive which is now wired to your new system. Add "full control" to your account: right-click Oni folder, properties, security, edit.)

XSI / Mod Tool errors

corrupted dae files

Situation: I cannot load my dae file into XSI. It give me an "Unspecified Failure". Possible cause: When you create the dae file also paths are stored inside. If a path contains an illegal letter XSI cannot load the file. Make sure the paths use only letters of the English alphabet.