I can't seem to resolve this issue.
I've created a level, assigned it as a layout to my area, and load my area and it runs great...fine, no problem.
I make a change in the level, save it, redo lighting and pathing generation, do post all to local, save it again, refresh my area, save it, and export it...
And my changes don't show up.
I can make 50 changes to my level and redo the whole process and the change doesn't show up. I've done export with / without dependencies and no difference. I've tried saving the level under a different name and assigning the layout of the area to the new one and THEN it works fine, but I shouldn't have to do that.
Anybody else run into this problem, and if so, how do I get around it?
lvl doesn't update on export
Débuté par
McAden
, avril 26 2010 04:46
#1
Posté 26 avril 2010 - 04:46
#2
Posté 26 avril 2010 - 12:52
Try checking in the resource, do a refresh, then try exporting. All of this can be done by right-clicking on the area in the palette window.
#3
Posté 27 avril 2010 - 03:12
No change by doing refresh.
I started exporting my level using the full export, then CLOSING and reopening my area before exporting and it seems to have resolved the issue.
I started exporting my level using the full export, then CLOSING and reopening my area before exporting and it seems to have resolved the issue.
#4
Posté 29 avril 2010 - 10:08
I post to local and then i open my area, change the layout to another one and then I change it back again to the layout I want. Once I'm done with my area, I export it without dependences. Do you do the same ?
#5
Posté 29 avril 2010 - 04:57
After doing a local post on the level layout, reopening the area should get all the changes in. There is no need to switch layouts - at least in my case. To clarify, I do a local post from the Single Player module and then, switch to my module to open the area so it might be different if local post is done from the same module.
#6
Posté 05 mai 2010 - 09:50
I had this issue before, I found that there were two exports of the area. THe older one for some reason will always override the new one. Now to fix this what 7 character code did you give it?
I gave mine shg100a So I searched in the documents>bioware>dragon age> for a folder called shg100a I found two so I deleted both and then did another export and it updated.
I gave mine shg100a So I searched in the documents>bioware>dragon age> for a folder called shg100a I found two so I deleted both and then did another export and it updated.
#7
Posté 10 mai 2010 - 11:25
I stopped creating new layouts or anything like that. It was just something I tried the first time.
I resolved the issue for myself simply by doing the "perform all exports..." on the lvl file, and then closing and reopening the area before I export without dependencies.
I haven't run into the issue since I started following those steps.
Personally I'm making a brand new campaign not located in the DA world, so I'm not touching the single-player module and don't know about posting from there. I simply made a new module imitating the settings from the demo tutorial.
I resolved the issue for myself simply by doing the "perform all exports..." on the lvl file, and then closing and reopening the area before I export without dependencies.
I haven't run into the issue since I started following those steps.
Personally I'm making a brand new campaign not located in the DA world, so I'm not touching the single-player module and don't know about posting from there. I simply made a new module imitating the settings from the demo tutorial.
#8
Posté 11 mai 2010 - 01:09
Posting from the Single Player module is not about extending it. There are bugs with the toolset that will prevent water and proper character lighting from displaying unless you post your level while the SP module is active.
It doesn't mean you can't have a standalone campaign, you will just have to manually copy the toolsetexport folder from packages/core/override to yourmodule/core/override.
It doesn't mean you can't have a standalone campaign, you will just have to manually copy the toolsetexport folder from packages/core/override to yourmodule/core/override.
#9
Posté 19 mai 2010 - 03:28
I haven't noticed issues with character lighting, does the problem exist in the latest version of the toolset?
I haven't used water yet so there hasn't been anything for me to notice yet.
If the problem still exists I'll have to change the way I do things.
I haven't used water yet so there hasn't been anything for me to notice yet.
If the problem still exists I'll have to change the way I do things.
#10
Posté 19 mai 2010 - 03:32
Your player character (possibly other characters as well)will be darker than it should be until you post your level from single player.
Modifié par Kilrogg_, 19 mai 2010 - 03:32 .
#11
Posté 19 mai 2010 - 02:20
Kilrogg_ wrote...
Your player character (possibly other characters as well)will be darker than it should be until you post your level from single player.
you also have to place a light probe within your level/rooms.
Modifié par -Semper-, 19 mai 2010 - 02:20 .





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