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 Post subject: BE and TrackED2 ?
PostPosted: Wed Jun 25, 2003 12:28 am 
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ok i got this vehicle ive been texturing for awhile now. problem is as of last night i cant open it in BinEdit. i had to edit it with hexeditor to finish textures in Zmod. still does not open in BE, but it opens in TrackED2.[umm]
i get an error but i cant see it before the windows error box comes up, and that is waay too long to put in here. be about 100 or so pics. wont let me copy it.

ne1 know any reasoning behind this??

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 Post subject: Re: BE and TrackED2?
PostPosted: Wed Jun 25, 2003 1:14 am 
Glow Ball
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> had to edit it with hexeditor to finish textures in Zmod.

what do you mean?

> still does not open in BE, but it opens in TrackED2.

Sounds like an unsupported face type. Zmod will do that, tho I don't know what you mean by the hundred pics.

Can you still open it in zmod?


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 Post subject:
PostPosted: Wed Jun 25, 2003 1:33 am 
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If it works in Zmod, and you get NO unsupported face error messages or other discriptive error messages, then it could be mis-sized textures, improper folder locations, or who knows?

If you wish, email me a copy, and I'll give it the ol' eyeball....

ZOtm_BigDOGGe@yahoo.com

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 Post subject:
PostPosted: Wed Jun 25, 2003 9:33 pm 
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Quote:
> had to edit it with hexeditor to finish textures in Zmod.

what do you mean?
as well as not loading in BE, one of the textures i had got real messed up also.couldnt even open it. so i had to retexture it in Zmod.

Quote:
tho I don't know what you mean by the hundred pics.

the Windows error page, not the regular error box.
Image
Image
this error is about 9 miles long. lol.

Quote:
Sounds like an unsupported face type
if it is, why does Tracked2 open it?

Quote:
email me a copy

on its way [(-:]

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 Post subject:
PostPosted: Wed Jun 25, 2003 10:28 pm 
Glow Ball
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> if it is, why does Tracked2 open it?

For the same reason the arenas and start light will open in the game but not in binedit. The game engine supports many things that are not used - for example, the things from the older hellbender.

Let's see what BigDogge comes up with before we go off on a new tangent, noting that I always answer yes to zmod prompts when exporting, then fix things up in binedit afterward no matter what.


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 Post subject:
PostPosted: Wed Jun 25, 2003 11:54 pm 
easy company
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Quote:
noting that I always answer yes to zmod prompts when exporting


I always answer no to "force export as mtm 1 type" and have never had a problem, with only one exception and that was with mm models, Zmod completely screws up the binfile names when exporting midtown stuff...

If this turns out to be a binedit miscue then send me the model so I can debug it, I suspect it's not though.


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 Post subject:
PostPosted: Sun Jun 29, 2003 2:43 pm 
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Malibu350 wrote:
If this turns out to be a binedit miscue ........ I suspect it's not though.

your right mal its not. BD fixed it , thx BD. [dance]

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 Post subject:
PostPosted: Sun Jun 29, 2003 5:55 pm 
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"UNSUPPORTED FACE TYPE" was the culprit....point goes to Team Phineus....now on to the Lightning Round, where we (BUZZZZZZZZ!)........Aw! We're out of time.......come back next week when we will... <CLICK> (turns off channel).

======================================

Binedit just spat it out......did not like the model...

I loaded it in Zmodeler with no problems, so I exported it as an EVO-1 .SMF model, RE-imported it, then exported it as a BIN file once again....the conversion process seems to have "repaired" the bin face-type to a format Binedit was happy with.

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