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Forum: All Forums : Call of Duty: World at War
Category: CoDWW SP Mapping
Call of Duty: World at War single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Assertion Error w/ custom Models
Mr.Bluesman
General Member
Since: Mar 22, 2005
Posts: 32
Last: Apr 7, 2009
[view latest posts]
Level 2
Category: CoDWW SP Mapping
Posted: Wednesday, Apr. 1, 2009 11:04 pm
Couldn't let it go - guess that's why I'm a Tech Artist professioanlly - I get paid to [banghead] which sends you [crazy] and makes you wanna [machine_gun] but don't tell Jack Thompson or he might try and ban me from being an artist [lol]

Anyway it's [cool] we have a fix:

SOLUTION:

Posting just in case anyone has had the same problems using custom models.

You would think that as long as a model is exported from Maya 7 or 8.5 (which the game has convertors for) then all would be fine. Then you'd be wrong.

I have discovered that some models I had done at work using Maya 2009, then opened ,using the ignore version option (open file options box) in Maya 8.5 to export the model DOESN'T WORK. For some reason the file retains something that the engine doesn't like during a compile (specifically lighting). This also stands true if for example you export the model out of Maya 2009 as an .obj to import into Maya 8.5 directly. I am guessing it's something to do we the way Maya compiles its geometry data (vertex positions etc) and the way the light compiler reads it for vertex lighting on models.

I now prefer to Model in Maya 2009 as it has a few new features which are handy for modeling, Uv'ing and so on. And this is why I have had these problems.

Just in case anyone may have a pipeline switching between versions of software, due to upgrades, features, plug ins etc, which is common in a pro environmment. I'll give you the fix which in the end is quite simple.

1) Export you Model from Maya 2009 or whichever package aside from Maya 7 or 8.5 your model was created in. So this could be 3DS Max and so on. Export as an .obj - this is importantant due to the next step.

2) Open Maya 7 or 8.5. Using the ref editor (found in the file menu). Reference in your .obj file rather then import. The reason for this is that by referencing the file will have no effect on your current scene. You may want to put this object into a layer. The reason we used a .obj to reference is that we can't reference in a e.g Maya 2009 scene into an earlier version like 8.5.

3) You can now either
a) Remodel your model and use the reference to snap vertices to etc which is handy if you want to add some more detail or
b) Select your Model and duplicate it, which worked for me.

4) I then removed the reference file via the reference editor.

5) I remade the shader and applied back on the new model etc

6) Exported as normal, Converted in asset manager, viewed in model viewer, placed in Radiant - All as before, but this time was able to compile.

Hope this helps someone - I can now get on with the tutorial I am recording.

bluesman
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