Debugging a model that doesn't load?

So I found my Ezra statue, which really is a decimated free asset, to be forthright. I have it all run through cleanmodels, its happy with it, put it in the .hak, it shows up in the toolset list of placeables, but when I actually go to place it, it gives me:

image

Cleanmodels is happy with it so I’m not really certain what’s up, and exports:

Input Directory: B:/Software/toud/#tmp
Files: *.mdl
Output Directory: B:/Software/toud/#out
Output Model Class: automatic
Snap: binary
Snap tverts: no
Shadow: all
Repivot: if_needed
Allow Split: no
Pivots below Z=0: disallow
Move Bad Pivots: no
Force non-black nodes to ambient/diffuse 1 1 1: no
Apply Water Fixups: no
Tree Foliage: ignore
Splotches: ignore
Ground rotatetexture to: no_change
Tile Edge Chamfers: no_change
Tile ground planes: no_change
Repair aabb overhangs: no
Change walkmesh materials: no
Slice: undo
Tile raise/lower: no
MeshMerge by bitmap: yes
Placeable with transparency: no
Cull Invisible Meshes: yes
Render Trimesh: default
Rescale X,Y,Z: 1.0

toud_statue001.mdl
  warning - 19 overlapping face(s) in trimesh toud_statue001.001 
  Bad Pivot on toud_statue001.001
  Exported okay.

Only complaint is the overlapping faces, which … maybe thats it but I’ve run into that before on CEP content and its been okay.

Any ideas where to start in diagnosing where it is going wrong?

  • May

I’m full of ideas, most commonly stupid ones :smiley:

Drag and drop the model over a nwn-explorer link. Is it shown? Can you change to the ASCII tab without crash?

If this test doesn’t fail, then there is most probably nothing really wrong with the model. Those overlappings can be ignored.

The message above usually appears if there is something wrong with the 2da. Your text indicate, that the file reference might be wrong. So it would show up in the list, but cause an error.

I take you have it from CEP. What the hell is the name of it or the line number in the 2da?

It is actually a free modelling resource that I reduced the polycount significantly on, a 3D scan of a real-life statue.

It does load properly in NWN explorer dropping it on the link:

It also loads properly viewing the mdl in the Hakpak, in the explorer:

Here is the 2da line:

33014    "TOUD: Statue: Ezra (Matyas Bernard Braun/Maiyannah)                                  ****        toud_statue001         ****          ****            ****            ****            17              1             1          ****              ****              1

The name your placeables 2da has for this model shows up in the toolset, but maybe that’s either not exactly the name of the model? The 2da will show it, but if the name’s not right (or have another problem with the 2da) the model won’t be there.
You could create a quick version using, say, the armoire model name, and drop it in your override, then check an armoire to see if the model loads in game.

that I reduced the polycount significantly

How, if I may ask. Reducing the poly’s is tricky …

if it loads in the explorer, but not ingame and you triple checked the 2da (as JFK states, its a good test!), then I would do some further analysis if you provide the *mdl.

1 Like

This example from when it was much higher, but you can apply a Decimate modifier to the mesh:
image

It’s about 900 faces now before cleanmodels, I think cleanmodels added a few though… maybe it needs cut down some more?

Here is the mdl and the MTR texture that goes with it:
https://www.toud.pw/hak/toud_statue_draft.7z

maybe just the “missing in the 2da
"TOUD: Statue: Ezra (Matyas Bernard Braun/Maiyannah) => "TOUD: Statue: Ezra (Matyas Bernard Braun/Maiyannah)"
I’ve had this problem before

Thanks, I will toy around with this a bit.

900 polys are next to nothing, the size of the textues is more questionable.

Now, after several days of exhaustive and tedious searching I found it:

“Classification Item”? :smiley:

Closing quote on the name string…

What @Airain said :slight_smile:

It’s whatever cleanmodels “automatically” set it to, so I guess it thinks it’s an item?

I had originally used a smaller texture but in case it didn’t work properly I reverted to the original material version.

YEP, that was it. I’m blind and missed that…

Just read the first few lines of the model, it’s declared as item. Since I didn’t have your 2da, I created my own, which was correct. Then I changed this single value and the model was displayed. It’s a good way to fool yourself. :smiley: JFK’s test should actually point out, that the fault is in the 2da.

However “character” would be the correct declaration.

Thanks for all the help guys! It’s in now, thanks to that :smiley: