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LunasC wrote:Yes it is a custom model for I made. I put it in the mod_assets/models folder.
It is a .MODEL file everything seems to check out.
Well there's your problem. If it's called ceiling_cover_grate.MODEL instead of ceiling_cover_grate.model, then of course the editor won't find ceiling_cover_grate.model, because it doesn't exist.
Actually when saving the models i have to put .MODEL which it then makes into .model in the path.
I'm not sure why to be honest but if I do not put .MODEL when saving them they will not save as .model files.
That being said the file name is .model not .MODEL.
LunasC wrote:Yes it is a custom model for I made. I put it in the mod_assets/models folder.
It is a .MODEL file everything seems to check out.
Well there's your problem. If it's called ceiling_cover_grate.MODEL instead of ceiling_cover_grate.model, then of course the editor won't find ceiling_cover_grate.model, because it doesn't exist.
Actually when saving the models i have to put .MODEL which it then makes into .model in the path.
I'm not sure why to be honest but if I do not put .MODEL when saving them they will not save as .model files.
That being said the file name is .model not .MODEL.
How exactly are you saving them as .model files? [specifically]
Isaac wrote:That's not how it behaves for me. When I choose to save a model, the model gets written even with no file extension given.
yup you and everyone else, but like I said that is not the problem because it worked before. Nope it just can't seem to see any custom work. On top of that the GMT cannot load the Assets folder either which is making me crazy.
Isaac wrote:That's not how it behaves for me. When I choose to save a model, the model gets written even with no file extension given.
yup you and everyone else, but like I said that is not the problem because it worked before. Nope it just can't seem to see any custom work. On top of that the GMT cannot load the Assets folder either which is making me crazy.
The error was that it cannot find the file ~not that there was a problem with the file itself. So long as you've ensured that the file path is accurate (both in letter case, and that it matches the folder structure on the disk), then the issue seems to be one of permissions.
Isaac wrote:That's not how it behaves for me. When I choose to save a model, the model gets written even with no file extension given.
yup you and everyone else, but like I said that is not the problem because it worked before. Nope it just can't seem to see any custom work. On top of that the GMT cannot load the Assets folder either which is making me crazy.
The error was that it cannot find the file ~not that there was a problem with the file itself. So long as you've ensured that the file path is accurate (both in letter case, and that it matches the folder structure on the disk), then the issue seems to be one of permissions.
defineObject{
name = "ceiling_cover",
components = {
{
class = "Model",
model = "mod_assets/models/ceiling_cover_grate.fbx",
},
}
}
(\mod_assets\models\ceiling_cover_grate ( actual path ))
[string "Model.lua"]:0: File not found: mod_assets/models/ceiling_cover_grate.model
stack traceback:
[C]: in function 'load'
[string "Model.lua"]: in function 'setModel'
[string "Model.lua"]: in function 'loadProperties'
[string "GameObject.lua"]: in function 'initComponents'
[string "Arch.lua"]: in function 'spawn'
[string "Dungeon.lua"]: in function 'spawn'
mod_assets/scripts/dungeon.lua:902: in main chunk
[string "Dungeon.lua"]: in function 'loadDungeonFile'
[string "GameMode.lua"]: in function 'loadDungeon'
[string "GameMode.lua"]: in function 'newGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
defineObject{
name = "ceiling_cover",
components = {
{
class = "Model",
model = "mod_assets/models/ceiling_cover_grate.fbx",
},
}
}
(\mod_assets\models\ceiling_cover_grate ( actual path ))
[string "Model.lua"]:0: File not found: mod_assets/models/ceiling_cover_grate.model
stack traceback:
[C]: in function 'load'
[string "Model.lua"]: in function 'setModel'
[string "Model.lua"]: in function 'loadProperties'
[string "GameObject.lua"]: in function 'initComponents'
[string "Arch.lua"]: in function 'spawn'
[string "Dungeon.lua"]: in function 'spawn'
mod_assets/scripts/dungeon.lua:902: in main chunk
[string "Dungeon.lua"]: in function 'loadDungeonFile'
[string "GameMode.lua"]: in function 'loadDungeon'
[string "GameMode.lua"]: in function 'newGame'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Your "(\mod_assets\models\ceiling_cover_grate ( actual path ))" makes no sense because it locates your model file outside your mod folder: "c:\mod_assets\models\ceiling_cover_grate\ceiling_cover_grate.MODEL"
Make sure your file is in the relative path your definition says it is: "mod_assets\models" inside your mod's folder.
This is the full path where your file has to be, starting at the drive letter:
c:\users\<your_windows_username>\documents\Almost Human\Legend of Grimrock 2\Dungeons\<your_mod_name>\mod_assets\models
Of course the entire filename has to be in lower case. This includes it's extention.
Dr.Disaster wrote:Your "(\mod_assets\models\ceiling_cover_grate ( actual path ))" makes no sense because it locates your model file outside your mod folder
It's an odd fact that LoG mods allow that too. You can load files from anywhere in the file system that one's user permissions allow; but for use in mods, it only makes sense to give the relative path inside the mod's folder.
LunasC wrote:this is everything I can think of.
SpoilerShow
}
defineObject{
name = "ceiling_cover",
components = {
{
class = "Model",
model = "mod_assets/models/ceiling_cover_grate.fbx",
},
}
}
(\mod_assets\models\ceiling_cover_grate ( actual path ))
Is this a typo? ~Meaning is (as it is typed) "ceiling_cover_grate" a folder?
I think the problem is probably result of Microsoft's craziness in defaulting file extensions to 'off' [invisible] in Explorer. It makes a system useless for any kind of serious work.
Right-click on your file and see if it's not called "ceiling_cover_grate.MODEL.model".