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Posting Levels From Single Player Module - What Am I Missing


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#1
Challseus

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All,

So, I know I need to do this to make water planes show up in the game. I've had no issue with this for months. Still, I 've never given it much thought with regards to how it works. Lately, while working on new levels, while I have worked with them in my module and posted from there, when I try to post from the single player module, parts of the terrain are missing, lighting is messed up, and other things. There doesn't seem to be any rhyme or reason for it. So, more specifically:

1) Are all the files exported from both my module, as well as the single player the same (besides of course the water meshes)

2) If I post from the SP module, should I delete the files exported from my module first?

3) When I do post, and they end up in the packages folder, is there a difference between copying/pasting them to my folder, rather than cutting/pasting? Does whatever is in the packages folder overriding everything else?

4) Is it just better to work from the SP module, period?

Really, I'm just trying to figure out how it all works, so I don't waste time rendering lightmaps and posting, only to come into an incomplete looking area. It's rather silly, seeing as I'm months into development, but these little things have been popping up, and I'm tired of playing the "try this and see what happens" game.

Thanks.

P.S. Here is an image, where all the terrain is gone, and I just don't seem to know why... sigh... To be clear, I rendered light maps, light probes, and posted all to local.

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Modifié par Challseus, 14 novembre 2010 - 06:15 .


#2
FergusM

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I don't know precisely how it works but my method is:



1) Work from SP always.

2) Render/post from SP.

3) Cut from packages/core override and paste into my addin core override.



And I have not had any problems with that.

#3
TimelordDC

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I usually never have any layout in my module's core/override folder. Even if I do move something there for testing, I remove it immediately. Further, I always try to keep only one layout 'active' - either in packages/core/override or my module's core override.

In short,
- always render from SP
- move files to your module when packaging, including any mods you've placed in your packages/core/override
(Edit: The above is not strictly required but helps keep to have all your module files in one place)
- keep only one layout active. By this, I mean two things - you cannot have 2 layout folders (under packages/core/override and module's/core/override) and the last rendered layout must be from SP

I've been doing this and so far, nothing untoward has happened.

Modifié par TimelordDC, 14 novembre 2010 - 03:46 .


#4
Proleric

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Like FergusM, I prefer to keep it dead simple - always do level editor work in SP, period.

I move the output folder from packages override to module override on completion, simply because I like to test the configuration the player will eventually see.

This does mean that every level edit has to be followed by all the rendering and posting steps. So, when I spot defects in a level, I just make a note of them, making all changes in one hit later on.

#5
Challseus

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Thanks for the tips, guys. I think the issue may stem from the fact that this level was copied from an existing one, in order to make a day version. I thought I changed all the references to the old level to the new level in all the right places when saving out the new level... Perhaps that may be the root cause of this... I'll have to check when I get home from work.

While I'm here, I'd like to point out that when I just posted from the SP campaign, when packaging up my DAZip file, it kept complaining about specific files, something like 1013_arl.rim (1013 is level name). However, when I posted from my module, the error went away.

Any idea what is going on there, while we're at it?

#6
TimelordDC

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Those file are definitely required. The packager has a bug where it complains about files with more than one dot (.). I think that file name must be something like 1013_arl.gpu.rim.

I don't know why posting from module makes the error go away -> are those files generated when you post from module?



What I've done in the past is just put them manually in the .dazip (they cannot go into ERFs so I don't know why the packager tries that)