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I got ambient light. Ground now looks normal and area editor shows level.


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#1
johnbgardner

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I think I've figured out how to get started on an area with a custom level.
First I created a new module and opened it.   I built a new level with just some simple terrain and a set of roads for a village.  I put an ambient (baked) light in the center of the level about 10m high, setting the color to a very pale yellow.  I created a river with three bridges.  Then I put a start waypoint at a road intersection, making sure Snap enabled so it was flush with the ground. 
    At this point, I rendered the light map, then generated pathing. 
    Here's where I discovered what I hadn't been doing...You HAVE to Do All Local Posts!
    Apparently the post to local function is what actually builds the .arl file.  Even though you when you create a new area and select your level name for the layout, if you haven't posted to local the .arl is blank and you won't actually see your level.
So, when I opened up a new area and set the area layout to my level, I could now see my level.  At this point I put a start waypoint in the area (this is different from the level start which is used for pathing).  In this case it's where the character appears in the area. 
   Finally I did a full export.
   When that was done I could go into the game and play my new campaigh.  All I could do is walk around, but I could follow the roads, cross the bridges, etc.  I hope following these steps can get everyone started properly.

#2
hunharibo

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I am curious, when you tested your custom level in the game, did you see water?

Several ppl here have the problem that althought water shows up in the editor, in-game it doesnt.

#3
johnbgardner

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I read somewhere that water can only show up if you have light probes. I'm not sure at this time where to put them and what settings to use but I'm going to experiement to see if I can figure it out.

#4
Cador

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do you have problems with your lightmap?

i have probs

here are 2 pics:



1. display lightmapper OFF

Image IPB

looks great :)



2. display lightmapper ON

Image IPB

looks bad! the one i get in the area editor

#5
Mersozz Yelo

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Thanks for this post. I'm literally crawling along in the toolset right now.

#6
st4rdog

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Sometimes the lightmaps get messed up like that. After the first render they're usually OK then you'll move a light then render again and the lightmaps seem to mess up.



Sometimes doing a local post then re-rendering fixes it. Sometimes loading it into an Area then removing it from the area then re-opening the .lvl fixes it.

#7
Cador

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so you sometimes also get the black lines, but you can fix it by just rerendering?

i rerenderd 3 times... posting to local....
once it is there, nothing changes

#8
indio

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johnbgardner wrote...

I think I've figured out how to get started on an area with a custom level.
First I created a new module and opened it.   I built a new level with just some simple terrain and a set of roads for a village.  I put an ambient (baked) light in the center of the level about 10m high, setting the color to a very pale yellow.  I created a river with three bridges.  Then I put a start waypoint at a road intersection, making sure Snap enabled so it was flush with the ground. 
    At this point, I rendered the light map, then generated pathing. 
    Here's where I discovered what I hadn't been doing...You HAVE to Do All Local Posts!
    Apparently the post to local function is what actually builds the .arl file.  Even though you when you create a new area and select your level name for the layout, if you haven't posted to local the .arl is blank and you won't actually see your level.
So, when I opened up a new area and set the area layout to my level, I could now see my level.  At this point I put a start waypoint in the area (this is different from the level start which is used for pathing).  In this case it's where the character appears in the area. 
   Finally I did a full export.
   When that was done I could go into the game and play my new campaigh.  All I could do is walk around, but I could follow the roads, cross the bridges, etc.  I hope following these steps can get everyone started properly.


Well done, John. Most excellent discovery. This should help me a lot. I've got a level all set to go but have been unable to open it in an area.

#9
akaliel

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Ya you can get ambient light by placing a baked light source, but that won't get water to show. And I've noticed that it does weird things with some shadows. Like a long dark streak along the ground for no apparent reason. And because it's ambient you're not getting any static object shadows either (trees, etc). The LM generator isn't doing it's job properly. I'm holding out hope BW is dealing with it. Wish we could get some comment, they commented on the Alister bi-sexual thread though...

Modifié par akaliel, 11 novembre 2009 - 01:08 .


#10
hunharibo

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Anybody got sure fix for the black lines on the lightmaps yet?

I noticed that its not that the lightmaps are bad per say, but the chunks of saved textures dont get applied to the right chunks of terrain. Looks like the indexing of the chopped up dds files is wrong.

#11
Lobo Hombre

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Please someone that throws a little of light to the black stripes lightmap problem , what are we doing wrong?

#12
akaliel

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I seriously don't think we're doing anything wrong. The LM generator just isn't working right, or plugged into the TS properly. I think we're just gonna have to be patient on this one and wait for an official fix. We should be getting light with proper shadows based off our sunlight settings. Sunlight is supposed to be baked, instead it's being completely ignored.

#13
Lobo Hombre

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Yeah thats true the only way to see the sunlight actually is setting down lightmapping visualization, i was scared because i just see only a few posts and people talking about this and was kinda ignored, now i know its not only a few of us is just all of us, thanks for the response btw =)

#14
akaliel

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I haven't heard from anyone who has this working yet. Bioware's been very silent on the issue so it might go unfixed. The forums seem focused on making Morrigan naked and Alister bi-sexual (the latter had a Bioware response, btw). It's frustrating, but what can you do. We were pretty used to this from Bethesda, once they released the Toolset for Oblivion they vanished and we had to write all our own tools for creating LOD meshes and the like b/c none of it worked right.

Modifié par akaliel, 11 novembre 2009 - 10:58 .


#15
hunharibo

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I have been tracking this issue closely, reading throught the entire python script that does the lightmapping. I think (could be wrong tho) that from all the symptoms we are seeing that the atlas creation and indexing of terrain chunk meshes and correspongind dds textures files are wrong. Now sadly, the pything script only calls createatlas.exe from code, and since thats binary, i cant really read it. I am not gonna try decompiling it, and i cant really read assembly any good.

A Bioware response would be very, VERY nice at this point.

#16
coreyh2

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Bioware supported the nwn1 toolset for a long time. I'm sure if the included lightmapper can be fixed it will be. There was a post saying the person in charge of the toolset was sick. After he gets better he has to fix the problem. Then the fix has to be tested. It will take longer then a week.




#17
akaliel

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I hope you're right corey, but the cynic in me is reminded that the Bioware of 2001 is not the EA owned developer of today :) Remember, this game was also supposed to be PC exclusive. I hope I am proven wrong. It's a great game regardless so while I wait I'm just playing through it and having fun.

#18
hunharibo

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All it would take is an acknowledgment of the problem. Saying, "yes we know about it, we will fix it asap". But alas, nothing of this sort has happened so far.

This practically renders the toolset for level building purposes unusable.

#19
akaliel

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Pretty much, as is, we cannot make our own adventures. Hopefully something will be forthcoming soon.

#20
PavelNovotny

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So the light probes for water don't work at all? I know my tool set crashes if I try to add a default water plane at Level creation.

#21
akaliel

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You don't need to check that box, although I can do so without crashing the TS. You can just insert a water plane into your level after the fact. The light probes are used so that water is given proper reflections. But the problem is that water isn't drawing at all. All you will get ingame is a big pit where your lake was supposed to be.

#22
hunharibo

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Bringing this up to the first page again.
We are talking about 2 problems here:
One is lightmaps cracking and no water showing in-game. Still no solution to this.
However: http://social.biowar.../Talk:Lighting is a page to put all collected bug-related data. I will be sure to post mine when i get home.

Modifié par hunharibo, 13 novembre 2009 - 11:52 .


#23
KalDurenik

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My problem is that i can't seem to save the Level as a arl file... Any suggestions?

#24
akaliel

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You have to apply an Area Layout and Do All Local Posts.

Modifié par akaliel, 13 novembre 2009 - 03:00 .


#25
KalDurenik

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Ok i just did a "area layout and "do all local posts" but i still can't seem to open the area within the Area Editor...