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No water showing in-game?


18 réponses à ce sujet

#1
hunharibo

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Hi,

I am wondering if anyone had the same problem that i do. I am fiddling around with the toolset creating levels and areas out of them. Both in the level editor and the area editor the water mesh and plane show up perfectly. The pathing generates etc. However when testing in the game, the water is just simply not there. There is a hole in the ground where my lake is supposed to be, and i cant enter it, so the pathfinding works, but there are zero visuals.
What gives? Anyone know?

#2
akaliel

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Having the same problem. It might be related to lightning, which doesn't seem to be working right. The ambient sunlight I specify in the area layout doesn't seem to be applying. All I can do is add a New Light and make it Baked Ambient and that'll let me see the ground in my area. But the water just won't show. I've heard that water requires the lightmap to work, which is why I think this is the source of the problem. So far nobody's responded to my queries. Heh, but don't worry, the best minds are working on making Morrigan's clothes transparent. :)

Modifié par akaliel, 08 novembre 2009 - 11:18 .


#3
hunharibo

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Anyone? This is really a big issue for me and appearantly others too.

I still cannot get the water to show up. I can get fog, multiple lights, lightmap baking now (almost) perfect, cant get water. I can post pictures if that helps. I would really appreciate some brainstorming on the issue, or someone from Bioware posting on it :)

#4
akaliel

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How did u get ambient sunlight working? I can't get sunlight at all. I can drop new Lights and make them Baked Ambient, but that's not really a solution.

#5
Azenn

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It's hilarious how user unfriendly this toolset is.

I can see why Bioware was initially hesitant to give us the level editor.

Modifié par Azenn, 09 novembre 2009 - 11:25 .


#6
johnbgardner

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I think you need a light probe to see the water. The ripples and reflections are handled that way according to the wiki.

#7
JasonNH

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To be honest, I have not seen anyone get water working in game including the beta testers who have been trying for weeks. Seems like a legitimate bug, or at the very least, a large information gap somewhere.

Modifié par JasonNH, 10 novembre 2009 - 01:09 .


#8
akaliel

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Yup, it has a Light Probe.

Well their Toolset is not the same one we have. They use completely different Lightmap rendering software that's very expensive and utilizes a server farm. Obviously that's no good to us so they packaged in an open source free software that doesn't require that much hardware but won't give as good results either. We just need to figure out why it's not working the way it should.

Modifié par akaliel, 10 novembre 2009 - 01:11 .


#9
akaliel

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My guess is the free lightmap renderer we got with the Toolset is borked.

Modifié par akaliel, 10 novembre 2009 - 01:21 .


#10
hunharibo

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Akaliel: the sunlight you specify for the level will not effect the terrain geometry or textures or lightmaps at all. This is designed this way. If you want to emulate sunlight, you need to have an ambient light placed in your level (and maybe a distant spotlight too if you want trees and models to cast shadows on the ground). Sunlight will only effect dynamic shadows your character casts on the ground. It will never get any models to cast shadows on the ground and bake the shadows in when you generate lightmaps. Thats what i found anyways, i could be wrong tho, but the sunlight option you do in the exportable area properties will only function this way, its not a real light per say.

#11
Cador

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same problem here.

water mesh showing in lvl and area editor, light probe works also perfect, no errors.



but no water ingame.



i´ve asked this several times in the beta forum, but i didn´t get an answer.

so my guess is, bioware knows the problem, but didn´t have a solution yet.

#12
akaliel

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hunharibo : That would be fine, I've lit the area with baked ambient light. But water still won't appear. If we can get water to show up then I'd accept doing it this way.  However, if you look at the sunlight options, there is an option for character color and for regular color.  Adding 2 extra lights to your level makes no sense from a design perspective.  Otherwise, you have to be very exact with your placement of those lights in order for them to simulate sunlight and cast shadows at the same angle as the sunlight that you have defined.  Not to mention that the terrain sunlight works in the editor, just not when LM are generated.

Modifié par akaliel, 10 novembre 2009 - 02:55 .


#13
hunharibo

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The game doesnt use dynamic lighting much. Definitely not for sun. This is the very reason they do not have dynamic day-night cycles. Yes, it works in the toolset to give you an approximation of what it would look like. Sadly, its nowhere near close to what it will look like when lightmaps are generated.

As for water, i still cant get it show up either.

edit: you have a point about sun color, it makes no sense indeed.

Modifié par hunharibo, 10 novembre 2009 - 04:53 .


#14
akaliel

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Without having any confirmation. My best guess is that Sunlight worked the way we think it should with the Lightmap Rendering software Bioware used. But since the TS we got uses something else entirely it isn't as comprehensive or accurate and at the moment isn't plugging into the TS correctly. So no Sunlight, no Water, just simple lightning from placed light sources. Like I said before, I could make due, but I am going to want water at some point. So we're kinda stuck until they respond with some kind of solution. I'm still holding out hope it's just an incorrect default setting someplace.

#15
slaaleth

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I have the same problem with water. I can see it in the level editor and in the area editor but not in game,



I have set a lite prob like that's explain on the tuto but it didn't work

#16
Bibdy

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slaaleth wrote...

I have the same problem with water. I can see it in the level editor and in the area editor but not in game,

I have set a lite prob like that's explain on the tuto but it didn't work


Check out the stick at the top of the Area & Level Design forum. It explains that you need to post to local from Single Player, then copy some files from modules/core/override/toolsetexport to addins/<your mod>/core/override/toolsetexport

#17
slaaleth

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Yes I try it and it work thank you very much

#18
BryanDerksen

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We're tracking the issue here: http://social.biowar...missing_in-game

#19
akaliel

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Kind of a lame work around though. We've been bitten a few times accidently posting from the SP module. I for one won't be using this method. Waiting for a real fix.

Modifié par akaliel, 23 janvier 2010 - 12:32 .