Hello, I'm currently working on a project to create some new areas for a project, but I'm having issues. Whenever I post the level file and open it as an area, some of the buildings, walls, etc. are missing, with no explanation. There are no reported failures in the post process, so I'm not sure what that could be.
Furthermore, when I try to test my playable areas in the game, I can get into them fine, but my character as well as some of the buildings, trees, and other objects are covered in very dark shadows. I've made sure the lightmaps affect characters and objects, and the objects that I'm having issues with are lightmapped fine in the toolkit. However, in the game, they are dark. Any help would be greatly appreciated.
-traeplien
Disappearing Buildings
Débuté par
Traeplien
, juin 08 2010 06:01
#1
Posté 08 juin 2010 - 06:01
#2
Posté 08 juin 2010 - 08:04
I don't know how you have your models, etc., organized, but are the lights that are supposed to be illuminating the missing items (the walls, etc) in the same area folder as the items they are illuminating? Occasionally, if the light is in a non-connected area, it doesn't think it can 'see' something, so the lightmaps won't light it up.
Maybe that's not an issue on outdoor levels, but it sure gave me fits when I had a lamp and a couple other items that acted exactly the same way as you are describing. As soon as I got them in the same room folder with the lights that were supposed to be lighting them, the problem was gone.
Maybe that's not an issue on outdoor levels, but it sure gave me fits when I had a lamp and a couple other items that acted exactly the same way as you are describing. As soon as I got them in the same room folder with the lights that were supposed to be lighting them, the problem was gone.
Modifié par BillHoyt, 08 juin 2010 - 08:05 .
#3
Posté 11 juin 2010 - 04:24
The upper parts of buildings, walls etc are designed to "cut away" when the player zooms out in game, so that they don't obscure the action.
When you open an area in the toolset, you only see the "cut away" view.
That doesn't explain the lighting problems, of course.
When you open an area in the toolset, you only see the "cut away" view.
That doesn't explain the lighting problems, of course.
#4
Posté 11 juin 2010 - 08:22
Are you talking about an interior level or exterior level?
And the lighting issue is a known problem that can be worked around by posting your level from within the Single Player module. The character lighting will look correct then (make sure you have a light probe too).
And the lighting issue is a known problem that can be worked around by posting your level from within the Single Player module. The character lighting will look correct then (make sure you have a light probe too).
Modifié par Kilrogg_, 11 juin 2010 - 08:22 .
#5
Posté 17 juin 2010 - 04:09
Ah, right. This is an exterior area, and I've done the export from the single player module, which doesn't seem to fix the problem in this case.
As for the disappearing buildings, it's not just part of the buildings, it's the whole thing. I tried turning off the fade cutaway as well, but that didn't resolve the issue. If I export the module and try to test it in-game, the buildings/walls/trees/etc. simply don't exist.
Any other possiblities?
As for the disappearing buildings, it's not just part of the buildings, it's the whole thing. I tried turning off the fade cutaway as well, but that didn't resolve the issue. If I export the module and try to test it in-game, the buildings/walls/trees/etc. simply don't exist.
Any other possiblities?
#6
Posté 18 juin 2010 - 05:39
Are the buildings listed under the Terrain World heading? If they're under the Scratch Space heading, they will disappear when the level is posted.
I've developed a publishing ritual that seems to banish most problems. It may be that part of it is redundant, but at least it works.
I've developed a publishing ritual that seems to banish most problems. It may be that part of it is redundant, but at least it works.
- Delete any erf files
- Delete old post folder
- Switch toolset to Single Player
- Edit the level and save
- Post minimap
- Render lightmaps
- Render light probes
- Do All Local Posts
- Save level
- Exit toolset
- Move post folder from Single Player to my module
#7
Posté 18 juin 2010 - 03:10
Note that the last step is not required unless you are done with the level or if you want to package it. Posting from single player will allow you to select the corresponding area layout from your module too (and will prevent running into conflicts with duplicate area layouts if you are editing and posting from single player after copying to your module area)
Modifié par TimelordDC, 18 juin 2010 - 03:11 .
#8
Posté 21 juin 2010 - 03:54
Hmm, ok, I'll have to look into that. Thanks a lot guys!
#9
Posté 22 juin 2010 - 07:37
Proleric1, that's a great list. I printed it off and it works great. Thanks for that. One irony (and I am loth to even mention it, because I don't want to make it sound like the list's fault), though: I was following the list and had just finished up an outdoor level when I created almost exactly the problem under discussion here.
I had copied an existing level, added a couple of models, then saved, rendered, exported everything. But I had not yet moved the folder when I went into the game to check it. All was well. But when I moved the post folder, the level was exactly the same except that all three models that I had added disappeared! Moved it back to Single Player, they were back. Moved it back to the module override, they disappeared again.
The solution was that I changed the names of the "group" folder in which the models were contained and changed (again) the layout name in the exportable area, and followed the list a second time. Worked like a charm.
I had copied an existing level, added a couple of models, then saved, rendered, exported everything. But I had not yet moved the folder when I went into the game to check it. All was well. But when I moved the post folder, the level was exactly the same except that all three models that I had added disappeared! Moved it back to Single Player, they were back. Moved it back to the module override, they disappeared again.
The solution was that I changed the names of the "group" folder in which the models were contained and changed (again) the layout name in the exportable area, and followed the list a second time. Worked like a charm.
Modifié par BillHoyt, 22 juin 2010 - 08:12 .
#10
Posté 23 juin 2010 - 02:24
Now that's really interesting. Was there a pattern to the successful name changes?
#11
Posté 23 juin 2010 - 01:05
My guess at this point is that success was due to to a layout name that I had not used before in my mod. When I rendered/exported in single player the first time, I was using a layout name that I had rendered previously within my mod by accident. I thought I had taken great pains to delete all the intermediate files and everything with the old name on it. But it's possible that I missed something and that was causing the problem. Putting a completely new name on the layout seems to have given everything a fresh start.





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