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dark matter: "add to map"?

Posted: Wed Feb 01, 2006 2:05 pm
by the hero
I managed to import model in dark matter after few attemps because I got an error. After doing that I saved meta and then I tried to click "add to map" from tools, but nothing happened. So what

Posted: Fri Feb 03, 2006 7:26 am
by freakman
i have no clue how to use dark matter but there is a tut at the top of this page that has to do with it. editing weapons and such. its the topic called the complete tutorial on moddeling

Posted: Fri Feb 03, 2006 12:15 pm
by dos mes
Ok you need a clean map or at least the gun or object that your replacing the model of needs to have not been touched. Then you import your model over it and save the meta in a folder all by itself. Then click add to map and browse for the folder and click the filder so the icon is an open folder now. Then you hit ok and wait about 30 seconds and then a box should pop up that says "done!". then your done injecting the model :wink:

Posted: Sun Feb 05, 2006 1:58 am
by the hero
dos mes wrote:Ok you need a clean map or at least the gun or object that your replacing the model of needs to have not been touched. Then you import your model over it and save the meta in a folder all by itself. Then click add to map and browse for the folder and click the filder so the icon is an open folder now. Then you hit ok and wait about 30 seconds and then a box should pop up that says "done!". then your done injecting the model :wink:
I read the tutorial and did everything as it says, but problem is that nothing happens when I click add to map. :(

Posted: Sun Feb 05, 2006 12:40 pm
by dos mes
Make sure that when you click add to map that you browse to your folder containing the meta you want to add and then clikc it so it looks open and then inject. It will look like nothing is happening for about 30 seconds then itll say done thats it.

Posted: Mon Feb 06, 2006 5:28 am
by the hero
dos mes wrote:Make sure that when you click add to map that you browse to your folder containing the meta you want to add and then clikc it so it looks open and then inject. It will look like nothing is happening for about 30 seconds then itll say done thats it.
I meant that when I click add to map I can

Posted: Mon Feb 06, 2006 12:09 pm
by dos mes
try redownloading it and use the old version of darkmatter not the new one.

Posted: Tue Feb 07, 2006 7:08 pm
by xxANTMANxx
I dont think he finished that

Posted: Tue Feb 07, 2006 7:11 pm
by dos mes
no he didnt finish the new one but he did finish the old one which is much better by far exept for editing the scenarios collections the old darkmatter pwns the new one.

Posted: Sat Feb 11, 2006 5:48 am
by the hero
Now I have Dark matter alpha one. Add to map tool works but when I try to import model it gives me error which says "error in application" and details are here:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
Error in the application.
-2005530516 (D3DERR_INVALIDCALL)
at Microsoft.DirectX.Direct3D.Mesh..ctor(Int32 numFaces, Int32 numVertices, MeshFlags options, VertexFormats vertexFormat, Device device)
at WindowsApplication2.ModelViewer.import_Click(Object sender, EventArgs e) in f:\!darkmatter\renderers\modelviewer.cs:line 1067
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
DarkMatter
Assembly Version: 1.0.2120.32011
Win32 Version: 1.0.2120.32011
CodeBase: file:///C:/Documents%20and%20Settings/K%E4ytt%E4j%E4/Omat%20tiedostot/H2%20starting%20kit/!darkmatter/bin/Debug/DarkMatter.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
WindowsControlLibrary1
Assembly Version: 1.0.2103.37995
Win32 Version: 1.0.2103.37995
CodeBase: file:///C:/Documents%20and%20Settings/K%E4ytt%E4j%E4/Omat%20tiedostot/H2%20starting%20kit/!darkmatter/bin/Debug/WindowsControlLibrary1.DLL
----------------------------------------
System.Drawing
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
System.Xml
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.2032
CodeBase: file:///c:/windows/assembly/gac/system.xml/1.0.5000.0__b77a5c561934e089/system.xml.dll
----------------------------------------
Accessibility
Assembly Version: 1.0.5000.0
Win32 Version: 1.1.4322.573
CodeBase: file:///c:/windows/assembly/gac/accessibility/1.0.5000.0__b03f5f7f11d50a3a/accessibility.dll
----------------------------------------
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.900.0
Win32 Version: 5.3.0000000.900 built by: DIRECTX
CodeBase: file:///C:/Documents%20and%20Settings/K%E4ytt%E4j%E4/Omat%20tiedostot/H2%20starting%20kit/!darkmatter/bin/Debug/Microsoft.DirectX.Direct3D.DLL
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.900.0
Win32 Version: 5.3.0000000.900 built by: DIRECTX
CodeBase: file:///C:/Documents%20and%20Settings/K%E4ytt%E4j%E4/Omat%20tiedostot/H2%20starting%20kit/!darkmatter/bin/Debug/Microsoft.DirectX.DLL
----------------------------------------
Microsoft.DirectX.Direct3DX
Assembly Version: 1.0.900.0
Win32 Version: 5.3.0000000.900 built by: DIRECTX
CodeBase: file:///C:/Documents%20and%20Settings/K%E4ytt%E4j%E4/Omat%20tiedostot/H2%20starting%20kit/!darkmatter/bin/Debug/Microsoft.DirectX.Direct3DX.DLL
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.


Posted: Sat Feb 11, 2006 11:09 am
by dos mes
Only thing i can think of is that its not a clean model that ur injecting over.

Posted: Sat Feb 11, 2006 4:55 pm
by sundriedprawn
remember it has to have the same amount of lods as the original :D

Posted: Sat Feb 11, 2006 7:25 pm
by dos mes
Thats y i just dup an fp_gun and then model it. And replace the other objects model with it by swapping dependencies becasue it only has one lod.