RODOH has cometh!

Probably 50/50. It is mainly occurring when the ship is controlled by another player (in this case, the CPU player). But when the ship is controlled by the player, the FX is spawning most of the time.

I was having this issue was well, glad to see a solution may come up.

@BitVenom

Confirmed that “FX doesn’t show” issue happens for certain ship (even some GBX’s ship that isn’t modified) in certain situations. Can easily repro , 100% happen.
It seems that it happens only when the ship comes into the game from hyperspace . For certain ship it only happens when the ship is controlled by your enemy . Ship which is built by other ship and doesn’t come out from hyperspace won’t have this issue.
UX is writing a rule file to show you when and how that problem will happen.

1 Like

Can confirm about the hyperspace thing, legacy hod worked fine, ran through RODOH -> HODOR and effects don’t play

bitvenom, I’ve got a bucket full of hods that didn’t convert properly that I am uploading examples of. These were all exported from RDN maya and never were touched with 3rd party tools.

For the TIE fighter and corellian frigate the mesh is completely borked, it has verts and edges but no faces, this is probably the most common issue I am seeing, probably about 20% of the ships

FOr the star destroyer the texture coordinates are hosed in game, but looks fine in the DAE from RODOH.

For the destroyer ship yard the animations/dockpaths have failed. Ships will just hyperspace in around the facility and the animation does not play.

@EvilleJedi


UX has written a report about that “effects don’t play” BUG. It seems to have nothing to do with HODs and is a BUG of the game itself.

I am looking into this (along with a ton of other things on my plate)…

Send 'em my way. Some of this will be hard to fix, some won’t - so we’ll see. If I have to ‘manually’ fix a HOD by hacking in RAM before processing, I may be able to do that as well. I see your PM, and will get to it shortly.

Do they work before RODOH in HW:R? We changed lots of stuff there, and maybe the break in that case is more about the new systems (and flags) than conversion. I’d love to be able to validate that one way or the other though.

In my case, player-controlled ships display their FX just fine. It is only CPU-controlled ships that don’t display FX if they have hyperspaced during the game. This happens with both the original and RODOH conversion HODs.

2 Likes

The destroyer yard hod I uploaded works fine (original from 2007) the rodoh->hodor path breaks the docking path and the animations as well as the doors being reoriented in a weird way.

The bigger rodoh issue is the missing faces. I am going back to the source meshes and I am not seeing any flipped faces or other major geometry issues, so it was something that happened in the maya pipeline (I did all of my original modelling and texturing in 3dsmax and then exported to maya for rigging using RDN plugins)

after looking through hods converted to dae with the new format for parameters, it would be really helpful to group markers together, nav lights together, repair points, salvage points etc. the schematic view is really long now, and the search is only useful to find single items since the tree can get very large. I tried using the layering system in max, but it doesn’t help much more than for viewing, selection sets are better, but it takes time to enter everything into them and there is no ‘unselection set’ to be able to find orphaned items like the layers have a default layer. Looking for some tips on how to manage the number of dummy nodes since even a hardpoint has at least 3 objects

just to give an idea, the uncollapsed hierarchy for my star destroyers is 3 pages of this

have you tried using the scene explorer window in max instead?

The best and worst thing about max, 25 different ways to do almost the same thing!

Thanks that looks like it will be a lot easier to manage (at least it starts collapsed)

But as to your original request - yes, I can probably allow you to throw them into containers - the main issue will simply be making sure those containers have ZERO transform, as I’ll be forced to ignore them (can’t just randomly create shadow joints to account for the transform). I’ll probably add support for generic ‘no transform’ containers to resolve this (and for other house-keeping) something like HOLD[XXX] - where XXX is ignored, but if it isn’t zero transform HODOR can bitch at you with the name so you can resolve that. I don’t know when another RODOH/HODOR update is coming - I have root anim to deal with, plus a boatload of ‘weird’ DAE files to puzzle out (and some that just crash anything that moves).

Sorry about the root anims… and at least one of the weird DAE files :sweat_smile:

Hey, @EvilleJedi , have you find any solution to the “Model has no faces” problem?

my solution so far is to import the RODOH exported joints into my original max file… so not too helpful to anyone that didn’t do all of their work in max to begin with. It is slow, but I can fix some stuff along the way. Just time consuming, but beneficial over the long term.

@bitvenom I was thinking about the containers, and realized that in the case that markers, hardpoints or navlights would be part of an animated joint, the container idea wouldn’t work. unless someone has a good idea of how to make it work in those cases that is less onerous it probably isn’t a valid idea. My issue was more around dealing with it in max and sastrei pointed me to a workable solution to manage it.

I also have seen some weird issues in another RODOH export of an animated mesh where the JNT is moved to X:0 but keeps its other transforms and rotations through the animation. I can send along the original hod if you want it.

Actually, that would be fine - the container would need to have no local transform - it wouldn’t interfere with the structure or animations of it, anywhere.

Anytime you have weird issues, send me a PM (I am a bit behind) - drop me a ZIP with some before/after or details about the issue (in the event it’s not clear to me) - and I’ll look.

Uhm, I’m having a weird issue, Rodoh is no longer being recognized as a valid command. I remember there having been an exe(?) for Rodoh, and it’s no longer in my tool folder. I tried re-donwloading the toolkit, and verifying its cache, but the above didn’t change.
Am I doing something wrong or was RODOH functionality removed?

It wasn’t removed intentionally… lemme go see what’s up.

I just made sure I have the latest Toolkit from Steam - and RODOH.exe is absolutely there…

Anti-virus software quarantined it, perhaps?