[HELP] HODOR 2.0 DAE->HOD issues

Good idea didn’t think about that, but it didn’t work (just tried it). You meant around my script’s filepath, right?

Try HODOREST :stuck_out_tongue:

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Tried, HODOREST, it worked! Thanks! :slight_smile:

Now I’m having another issue, a crash on skirmish load, "Cannot find the Hardpoint_Gun0_Position joint"
This ship worked perfectly fine pre-HODOR 2.0, did the baseline for creating ships & weapons change? Do I need more dummies in certain places?

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Look at the .event file, it might be there

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All joints, markers etc. referenced in the .events file have to exist since 2.0.

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Ah alright, thats good to know. Thanks

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Sorry for the double post, still having issues.

I’ve got my ship usable in-game, however my ship is invisible and cannot shoot anything. Is this an issue with the XForm? Any ideas?

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The invisible is because you didn’t give it any textures (most likely).

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I actually think that Homeworld puts a default gray texture on it if there is none.

That’s how it used to be when I was testing out ships pre-HODOR 2.0, they had the default gray texture.

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What does DAEnerys think of your ships?

Pre 2.0 yes, it just rendered them as blank grayish-white surfaces. Post 2.0, they turn invisible. I speak from experience. :smiley:

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Ugh, really? I was hoping to hold off on texturing until I get my ships fully-working…

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A plain gray _DIFF texture will suffice.

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I applied a simple green texture to my ship, still invisible. Where else could this issue be?


(lmk if this is too image-heavy and I’ll remove some)

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Materials and textures must be named properly or HODOR will ignore them. Use the format from the example ships.

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Yup, @Dom2 speaks the truth. :slight_smile:
But I very much would like to encourage you to take a look at it with DAEnerys, because that’s exactly what it’s meant for (right now).

Dom is right, your shader and textures isn’t following naming conventions. HODOR is ignoring them.

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Woo! Lol… I’ll fix those tonight, @PayDay and I’ll try out DAEnerys! Thanks everyone :slight_smile:

EDIT: Quick question about texturing: How does Homeworld RM handle reflectance patterns?

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REFL map I believe. White is fully reflective, Black is matte.

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