
Anyone know what's going on?

Modifié par Lord of Fangs, 21 août 2010 - 01:22 .
Modifié par errant_knight, 21 août 2010 - 05:04 .
Modifié par Lord of Fangs, 21 août 2010 - 07:07 .
Modifié par errant_knight, 21 août 2010 - 07:45 .
Is that in game or in the Toolset, though? When working in Toolset you'll generally see the cutscene editor ignoring the settings of the sky, it'll look like daylight... but will appear proper in the game. That includes the default camp. You could be experiencing the same thing.errant_knight wrote...
The image is from the cutscene editor. Things look right in the level editor, but in Area and citscene, the sky is too bright, athough the terrain looks right.
Modifié par tmp7704, 21 août 2010 - 07:32 .
tmp7704 wrote...
Is that in game or in the Toolset, though? When working in Toolset you'll generally see the cutscene editor ignoring the settings of the sky, it'll look like daylight... but will appear proper in the game. That includes the default camp. You could be experiencing the same thing.
Just make it in area which is set up to look like it's night. If it appears this way in the level editor, then it will look this way in the game too, you'll just have to put up with the cutscene editor and accept it shows you something different (sky-wise) than what it's going to be like once played in the game.errant_knight wrote...
Ack! Then how do I make a night time cutscene?
errant_knight wrote...
So, tell me more about this posting to local from single player, just so I don't mess up my game.
Modifié par Lord of Fangs, 21 août 2010 - 08:06 .
tmp7704 wrote...
Just make it in area which is set up to look like it's night. If it appears this way in the level editor, then it will look this way in the game too, you'll just have to put up with the cutscene editor and accept it shows you something different (sky-wise) than what it's going to be like once played in the game.errant_knight wrote...
Ack! Then how do I make a night time cutscene?
Lord of Fangs wrote...
errant_knight wrote...
So, tell me more about this posting to local from single player, just so I don't mess up my game.
It's a workaround for getting water meshes (and I believe character lighting) to work ingame. From this post: social.bioware.com/forum/1/topic/74/index/312367/1
To post a level with a water mesh and have the water mesh appear in-game:
1 - switch your module to "single player" using Manage Modules
2 - post your level normally
3- go to My Documents/Dragon Age/packages/core/override/toolsetexport/ and copy the directory with your level's posted files out of there and into your addin's override directory.
It turns out that the toolset only properly posts level layouts to the single player module. And it turns out that our internal toolset has the same problem - it was concealed by the fact that we've got a different workflow in here, when our level artists post levels they go straight into Perforce via a different mechanism. The flaw is apparently a tricky one to fix so it likely won't be repaired in the next toolset patch, but hopefully this workaround is simple and straightforward enough to tide everyone over until a toolset patch after next one.
Modifié par errant_knight, 21 août 2010 - 08:56 .
errant_knight wrote...
Should I post to local, or do all local posts?
Lord of Fangs wrote...
Could you just remove the grid from the level editor and use that?