It took me about 2 hours before I figured out how to make a basic room, and so I made a video that will hopefully help you guys who are getting that "cannot spawn a piece here" or whatever that error is and you can't figure it out. I hope it's clear enough sorry about the crappy video quality. If you guys like this then I might make some more when I learn more later.
The video is here:
If you have any questions let me know, it was a rush job so if anything wasn't clear enough give me a holla!
A quick tutorial video for those that can't make a simple room...
Débuté par
bigdrip681
, nov. 09 2009 11:43
#1
Posté 09 novembre 2009 - 11:43
#2
Posté 09 novembre 2009 - 11:50
Nice simple instructions with a pause option from you tube 
NIce going bigdrip681...
NIce going bigdrip681...
#3
Posté 09 novembre 2009 - 11:52
Thanks, I was just about to create my first room. That will help speed things along.
#4
Posté 09 novembre 2009 - 12:33
Can you make the next one how to lightmap that room?
#5
Posté 09 novembre 2009 - 12:57
Thank you very much, once I can start building this will come in handy !
#6
Posté 09 novembre 2009 - 01:06
Modifié par Dirhal, 09 novembre 2009 - 01:07 .
#7
Posté 09 novembre 2009 - 01:06
Thank you for this video, i hope there will be more in the future.
#8
Posté 09 novembre 2009 - 01:20
Thanks for vid. Hoping to find many more on youtube. So much easier for me to learn by watching.
#9
Posté 09 novembre 2009 - 01:35
Thanks!
#10
Posté 09 novembre 2009 - 01:49
Oh heck, I was hoping the new toolset would be easy.
#11
Posté 09 novembre 2009 - 02:50
Thank you, I've been waiting for someone to make a "modding for dummies" series, since I fall squarely into that category.
#12
Posté 09 novembre 2009 - 03:09
^ this lol
#13
Posté 09 novembre 2009 - 04:14
Here's how to create/lightmap a room:
IMPORTANT - Create a player start. Click flag icon next to lightmapping buttons > click anywhere on ground.
IMPORTANT - Left-click on "New Area" in top-left list > Object Inspector in bottom-right > Layout Name > anything under 8 characters no spaces or strange characters.
Right-click on "New Room" in top-left list > Insert > New Light
Move it up off the floor a little. In Object Inspector > "Color Intensity" 5 or more > "Light Type" Point - Baked > Choose any bright color.
Copy and paste. In Object Inspector > "Light Type" Ambient - Baked (this light stops your shadows being pitch black) > Choose a dark blue colour and keep the Color Intensity under 2/3.
You mgiht need to create a "Point - Static (lc)" light too for the shadows to render properly.
Press the Render Lightmaps icon (you need ActivePython 2.5 installed to default location). When it's done click the Display Lightmaps On/Off icon in the top-left to refresh the results. Uncheck the "View Models Fully Lit" icon in the lop-left. You should see shadows from any objects you've dropped in.
Press the Do All Local Posts icon to the right of those. It will export the name you typed into the "New Area" "Layout Name".
Save the .lvl file somewhere you remember. It's not used by the game and the name doesn't matter. Only the exported file is used.
File > New > Area > Any Name
In the Object Inspector > Area Layout you should get a "..." box (make sure it's Checked Out) > click then select your "Layout Name" which should now be there. Now you have a pretty level lightmapped level inside an area.
IMPORTANT - Create a player start. Click flag icon next to lightmapping buttons > click anywhere on ground.
IMPORTANT - Left-click on "New Area" in top-left list > Object Inspector in bottom-right > Layout Name > anything under 8 characters no spaces or strange characters.
Right-click on "New Room" in top-left list > Insert > New Light
Move it up off the floor a little. In Object Inspector > "Color Intensity" 5 or more > "Light Type" Point - Baked > Choose any bright color.
Copy and paste. In Object Inspector > "Light Type" Ambient - Baked (this light stops your shadows being pitch black) > Choose a dark blue colour and keep the Color Intensity under 2/3.
You mgiht need to create a "Point - Static (lc)" light too for the shadows to render properly.
Press the Render Lightmaps icon (you need ActivePython 2.5 installed to default location). When it's done click the Display Lightmaps On/Off icon in the top-left to refresh the results. Uncheck the "View Models Fully Lit" icon in the lop-left. You should see shadows from any objects you've dropped in.
Press the Do All Local Posts icon to the right of those. It will export the name you typed into the "New Area" "Layout Name".
Save the .lvl file somewhere you remember. It's not used by the game and the name doesn't matter. Only the exported file is used.
File > New > Area > Any Name
In the Object Inspector > Area Layout you should get a "..." box (make sure it's Checked Out) > click then select your "Layout Name" which should now be there. Now you have a pretty level lightmapped level inside an area.
Modifié par st4rdog, 09 novembre 2009 - 04:38 .
#14
Posté 09 novembre 2009 - 08:16
@St4rdog, thanks for that I'm gonna go try that out!
@everyone else, I'm glad it was helpful. I will make more soon, but first I have to figure out how everything works. I'm just as clueless as you guys, but fortunately figuring out toolsets is kind of my obsessive/hobby and I have had a lot of experience with not only the good ones like NWN but also the terrible ones like the ones for Dungeon Siege... And trust me, the dungeon siege editor makes the dragon age toolset look like a freaking walk in the park.
@everyone else, I'm glad it was helpful. I will make more soon, but first I have to figure out how everything works. I'm just as clueless as you guys, but fortunately figuring out toolsets is kind of my obsessive/hobby and I have had a lot of experience with not only the good ones like NWN but also the terrible ones like the ones for Dungeon Siege... And trust me, the dungeon siege editor makes the dragon age toolset look like a freaking walk in the park.
#15
Posté 09 novembre 2009 - 09:11
Awesome, thank you!
If you make any more you can bet that I'll be watching them. The wiki is nice and all but still feels like it's aimed more towards people who already understand and have knowledge of how to do all this stuff.
If you make any more you can bet that I'll be watching them. The wiki is nice and all but still feels like it's aimed more towards people who already understand and have knowledge of how to do all this stuff.
#16
Posté 09 novembre 2009 - 09:38
Great video, thanks alot !!
#17
Posté 10 novembre 2009 - 04:48
Giving this a bump.
#18
Posté 10 novembre 2009 - 06:30
I cant get st4rdog solution to work, Im still stuck with errors like these:
" ...
W: 07:28:22 - Failed to find lightmap-atlas info for model 'tvi_smwall_01_0', part '_9r'
E: 07:28:22 - Job submission process failed with a return code of '-1073741701'.
E: 07:28:22 - Failed to submit lightmap layout [_level1]
"
Any solution out there for this?
" ...
W: 07:28:22 - Failed to find lightmap-atlas info for model 'tvi_smwall_01_0', part '_9r'
E: 07:28:22 - Job submission process failed with a return code of '-1073741701'.
E: 07:28:22 - Failed to submit lightmap layout [_level1]
"
Any solution out there for this?
#19
Posté 10 novembre 2009 - 06:50
ok it works now... its important to get pyton 2.5.x.x version x86 !
#20
Posté 10 novembre 2009 - 07:14
Thanks bigdrip681 so much I accidently found your video at lunch today and was able to do something in the toolset for once!!
#21
Posté 22 novembre 2009 - 04:14
Anyone having a problem with black triangles showing up on the lightmap for almost every model?
#22
Posté 26 mars 2010 - 11:09
jHellslayer wrote...
ok it works now... its important to get pyton 2.5.x.x version x86 !
Curious, I'm having the same lightmap issues, and same errors. But why is it that you recommend i download an outdated version of python, and the (x86) version, when im running a 64 bit OS?





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