Unconfirmed Santa Kyle from MBAssets4.pk3 is broken

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Opening his .glm in ModView gives me this error: R_LoadMDXM: numsurfaces = = 14600, max assets is 1000
To test if somehow he would work in game I made him a Sith and pressing his icon immediately closes the game.

Edit: Also how does hats_force command work? Typing into console the number 1 or 2 doesn't change my hat from christmas to pumpkin or covid mask and command was on 1 for default.
 
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Spaghetti

Floating in the void
R2D2
Movie Battles II Team Retired
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Can't speak for the model, but the various hats debug commands are only available with internal beta testing builds. They will not work in release.
 
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Can't speak for the model, but the various hats debug commands are only available with internal beta testing builds. They will not work in release.

Shame. Is there a chance public build at some point will get similar functionality?

Also in meantime I think I found another problem. Not 100% if it's for everyone though. Two models for commander are invisible for me. In MBModels2.pk3 they are located in stormie folder and are named Flame and Mortar. I looked at their .skin files and textures that are supposed to be in that folder are not there. I think someone forgot to put them in.
 

Spaghetti

Floating in the void
R2D2
Movie Battles II Team Retired
Posts
1,637
Likes
1,633
Shame. Is there a chance public build at some point will get similar functionality?

Also in meantime I think I found another problem. Not 100% if it's for everyone though. Two models for commander are invisible for me. In MBModels2.pk3 they are located in stormie folder and are named Flame and Mortar. I looked at their .skin files and textures that are supposed to be in that folder are not there. I think someone forgot to put them in.
You have a skin pack overriding stormtroopers.shader. Check any third party model packs you might be using for updates, or remove them if they are causing issues.
 
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