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Re:file not found mod_assest_models...

Posted: Sat Dec 12, 2015 9:07 pm
by LunasC
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I have tried so many things. I just cannot get it to take any custom assets.

Re: Ask a simple question, get a simple answer

Posted: Sun Dec 13, 2015 1:56 am
by Isaac
What OS are you running? (Windows is not case sensitive, but Lua is). Make certain ~before anything else, that file path you give is absolutely accurate [and with correct letter case for each character]. The game is complaining that it cannot find the file specified by the name and/or path.

Re: Ask a simple question, get a simple answer

Posted: Sun Dec 13, 2015 2:21 am
by minmay
also that the file's permissions are correct

Re: Ask a simple question, get a simple answer

Posted: Sun Dec 13, 2015 2:56 am
by LunasC
minmay wrote:also that the file's permissions are correct
like if its read only?
Because I still have that windows 10 thing going on.

Re: Ask a simple question, get a simple answer

Posted: Sun Dec 13, 2015 3:01 am
by minmay
doesn't need to be read only, just needs to be readable by the user you're running grimrock as

Re: Ask a simple question, get a simple answer

Posted: Sun Dec 13, 2015 4:09 am
by LunasC
minmay wrote:doesn't need to be read only, just needs to be readable by the user you're running grimrock as
it is as far as I know, user is Admin for everything

Re: Re:file not found mod_assest_models...

Posted: Sun Dec 13, 2015 5:31 am
by Dr.Disaster
LunasC wrote:
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I have tried so many things. I just cannot get it to take any custom assets.
Does the mentioned file "mod_assets/models/ceiling_cover_grate.model" exist?

Re: Re:file not found mod_assest_models...

Posted: Sun Dec 13, 2015 9:09 am
by LunasC
Dr.Disaster wrote:
LunasC wrote:
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I have tried so many things. I just cannot get it to take any custom assets.
Does the mentioned file "mod_assets/models/ceiling_cover_grate.model" exist?
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.

this is not the only thing I have had trouble with. It also will not import sounds.
I have a mono sound for an earth quake that played fine last week and now cannot even be seen by the editor let alone be imported to the game upon its exportation.

Re: Re:file not found mod_assest_models...

Posted: Sun Dec 13, 2015 9:53 am
by minmay
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.

Re: Ask a simple question, get a simple answer

Posted: Mon Dec 14, 2015 12:15 am
by Isaac
Update/correction: It seems that one can add the same connector multiple times; and thus require multiple removals. This is why the removeConnector() didn't work as I had expected.
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Is removeConnector bugged when used to remove an onDrawGui connector? (Because it does not seem to actually do it.)

party.party:addConnector("onDrawGui", self.go.id, "hookedFunction") works just fine, but
party.party:removeConnector("onDrawGui", self.go.id, "hookedFunction") does not stop it from being continually called.

Is there another step to this, or a better way to remove the connector? So far the only way that seems to work is to make the hooked function nil, and that's problematic if you want to use it again. A workaround for this is a boolean condition in the function to do work or not, but it still gets called either way.