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A few more questions


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#1
LordJared88

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Sorry I keep plastering these forums with my curious threads.  I decided I will just post my remaining questions all in this single thread so I don't clutter this place up any more than I have.

1. fixing lightmap rendering issue

When I click 'render lightmaps' in the level editor, it fails and says...
"failed to submit lightmap layout [hidmans]"
"Job submission process failed with a return code of '1'"

How do I resolve this so I can render the lightmaps correctly?

2. getting rid of clouds and sky editing indoor levels

When I fire my module up, the first area is in doors.  I don't have a cieling in place  (nor do I want to go through the tedious process of adding one to every room) and I see the sky and the clouds flying by very fast up above, in doors. 

How do I just make the sky solid black so it doesn't look so strange?

3. connecting rooms

None of my rooms connect to each other, even though I lined the doorways up in the level editor.  When I am in each room, all I see is that room and there appears to be no way to get to the other rooms, as they do not appear to exist at all.

Now, not all of my rooms are on the grid in the level editor.   Only 1 is.  The rest wouldn't fit, so I slid them around, off of the grid.


If any of you can answer any of these questions, I would be much obliged.

Modifié par LordJared88, 25 avril 2011 - 11:01 .


#2
Ottemis

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1. Could be any number of things causing this. Primarily check the lightmapper topic here:  http://social.biowar...74/index/275454 
Make sure you've got the right Python version and the updated lightmapper script installed. If this isn't done proper, it can cause errors.

2. Afaik you can't, the sky is not editable for indoor levels, only outdoor. So you'll need ceilings, the sky helps to spot cracks between the models.

To make it easier on yourself, build ceilings for one room, group the ceilingbits up and copy paste the entire group for another room where possible. Just make sure the first bits of ceiling are properly aligned to prevent double work.
That, or maybe try using larger floorbits and just flip them over. Dunno if it'd look any good, but atleast they'd cover bigger areas in one go.

If you really don't want to place ceilings, use black boxes to hax I suppose. You can find them in the model-listing, just type in blk and it should toss out a bunch of differently sized ones for you.

3. You connect rooms (lighting and visibility) by selecting each room and using the 'room properties' icon that should be round where the + and - icons are too (usually top-right corner of the toolbar).
If the rooms have doors, connecting them means that when the doors are opened, you can see other rooms from whatever room you're in. If not connected, you'd see nothing but black afaik.

The grid matters little. I've made buildings that fall far off this grid and cover multiple levels, it has no consequence. I'm pretty sure it's to help align floorpieces, but nothing more. Pathfinding is fine, and with visibility set up properly for each room, no issues there either.

Ref picture for the icon:
Posted Image

Modifié par Ottemis, 27 avril 2011 - 08:25 .


#3
LordJared88

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Sweet deal. Thank you for all of those answers. I'll get cracking on these, getting them working.

#4
DarthParametric

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Try the black box from my random mod collection: http://dpmods.wheb.o...OR_SKY_DOME.zip

Just extract into the Override folder and restart the toolset. It should then show up in the model section under blk->dp. Place it and set the co-ords to 0,0,0. At 300m x 300m it should be large enough to cover all but the most crazily gigantic levels.

#5
-Semper-

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LordJared88 wrote...

2. getting rid of clouds and sky editing indoor levels

When I fire my module up, the first area is in doors.  I don't have a cieling in place  (nor do I want to go through the tedious process of adding one to every room) and I see the sky and the clouds flying by very fast up above, in doors. 

How do I just make the sky solid black so it doesn't look so strange?


left click the area icon (the green grid on the far left side right beneath the "room world") and scroll down in the object inspector on the far right side. within the atmosphere settings there's an entry called skydome model. just delete what's in there (by default sb_day) so that's blank and hit enter. voilà, your skydome is pure black ;)

#6
Ottemis

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Oh, interesting heh

#7
-Semper-

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black boxes floating in the sky above the characters would be horrible as they will block the sight when using the isometric camera! those boxes are there to cover model intersections ;)

#8
Ottemis

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I know, but well, figured it would be 'a' way to get rid of the sky ifnot using ceilings atleast, not really tried it myself hehe

#9
LordJared88

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Thank you, Semper. Sounds simple enough. :-] Trying it out right now.