I got ambient light. Ground now looks normal and area editor shows level.
#1
Posté 10 novembre 2009 - 09:18
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
Posté 10 novembre 2009 - 10:13
Several ppl here have the problem that althought water shows up in the editor, in-game it doesnt.
#3
Posté 10 novembre 2009 - 10:37
#4
Posté 10 novembre 2009 - 11:34
#5
Posté 10 novembre 2009 - 11:44
#6
Posté 10 novembre 2009 - 11:47
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
Posté 11 novembre 2009 - 12:21
i rerenderd 3 times... posting to local....
once it is there, nothing changes
#8
Posté 11 novembre 2009 - 12:22
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
Posté 11 novembre 2009 - 01:06
Modifié par akaliel, 11 novembre 2009 - 01:08 .
#10
Posté 11 novembre 2009 - 09:45
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
Posté 11 novembre 2009 - 10:27
#12
Posté 11 novembre 2009 - 10:38
#13
Posté 11 novembre 2009 - 10:43
#14
Posté 11 novembre 2009 - 10:56
Modifié par akaliel, 11 novembre 2009 - 10:58 .
#15
Posté 11 novembre 2009 - 11:19
A Bioware response would be very, VERY nice at this point.
#16
Posté 11 novembre 2009 - 11:21
#17
Posté 11 novembre 2009 - 11:32
#18
Posté 12 novembre 2009 - 02:51
This practically renders the toolset for level building purposes unusable.
#19
Posté 12 novembre 2009 - 02:54
#20
Posté 12 novembre 2009 - 05:28
#21
Posté 12 novembre 2009 - 07:50
#22
Posté 13 novembre 2009 - 11:51
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
Posté 13 novembre 2009 - 02:47
#24
Posté 13 novembre 2009 - 03:00
Modifié par akaliel, 13 novembre 2009 - 03:00 .
#25
Posté 13 novembre 2009 - 03:53





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