redleaf on 25/11/2015 at 16:41
Opened up the mission I'm working on today to discover the bellows part of my bellows has disappeared. It shows up in DromEd, but not in game.
I tried creating another one in a different spot, and the same thing happened.
I tried creating a new "bellow" archtype the misc gizmo hierarchy, and the bellows was again absent from the rest of the object.
I tried importing the object and its textures from a backup version of the obj.crf. Meh.
Yesterday, the same thing happened with a custom object, but creating a new archtype solved the problem.
Anyone have any idea what's going on? Hubs says I am just cursed. :weird:
Dev_Anj on 25/11/2015 at 17:15
Any information on the object itself? What's its poly count, does it have movable joints, is any part of it supposed to have transparency setting etc. It's a bellows so I guess we can rule out it having transparent surfaces.
qolelis on 25/11/2015 at 17:37
It sounds like you are using the stock bellow, in which case you need to adjust the tweq joint settings (which are way off per default (at least in my dark.gam)):
Add the Tweq->Joints property, skip the NoLimit option (this makes the bellow move forever in one direction without any regard to the stop values), and set rate-low-high to something a little more appropriate (try for example [0.1, -0.9, -0.2] (those numbers worked for me at least) and adjust until you've got something you like). You might also want to add Sim (this makes the joint always move (even when the player isn't looking)).
Edit:
You can also add Shape->Joint Positions if you want to set the bellow's position also in edit mode.
gamophyte on 25/11/2015 at 19:31
welcome back redleaf :joke:
LarryG on 25/11/2015 at 23:59
Did you think to check the object's physics? If OBB you want Location and Rotation set so that it doesn't fall through solid ... just a thought.
And welcome back!
redleaf on 27/11/2015 at 06:22
Thanks Gamophyte :)
Yes, it is the default bellows. I did make sure about its physics. I'm thinking Qolelis is right, and that my stock bellows must be defective. Except that it was fine when I first created it. Oh, wait ... some time after making it, I decided to use Yandros HMDK for my mission, including the custom gamesys. It was after that change that I noticed it was defective.
redleaf on 27/11/2015 at 07:05
Hoorah! My still is making Kickapoo Joy Juice again! :)
Thanks, qolelis! The only change I made to your settings was Z = .1 It now works perfectly, and is again visible.
qolelis on 27/11/2015 at 10:36
You're welcome! :)