Thre's a workaround for the problem preventing water meshes from appearing in-game.
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.
How to make water planes appear in-game
Erstellt von
BryanDerksen
, Nov 26 2009 06:07
#1
Geschrieben 26 November 2009 - 06:07
#2
Geschrieben 26 November 2009 - 06:35
Thank you, I'm gonna try this.
#3
Geschrieben 26 November 2009 - 07:29
thanks for the info and glad you're working on it
#4
Geschrieben 26 November 2009 - 09:35
FINALLY Water "bow down".BTW this is also the solution for the missing vista objects.And at last,i can stop playing "Indiana Jones and the quest for the lost gpu.rim" social.bioware.com/uploads_project/project_gallery/1000/964/379/789.jpg
#5
Geschrieben 26 November 2009 - 10:37
Weee both sunlight and water working yay 
#6
Geschrieben 27 November 2009 - 12:47
@Diekid this already looks pretty cool. Did you only use sunlight, or additional lights?
#7
Geschrieben 27 November 2009 - 01:27
I did use an ambient lightsource aswell as sunlight, since only using sunlight seemed to cause very unnatural strong shadows.
#8
Geschrieben 27 November 2009 - 03:49
My toolset still crashes whenever I try to add a water mesh, even if I'm in the single player module.
#9
Geschrieben 27 November 2009 - 11:42
How do you do step 1?
The "Extended Module" field?
There is no directory in the path mentioned in the original post.
The "Extended Module" field?
There is no directory in the path mentioned in the original post.
#10
Geschrieben 28 November 2009 - 01:10
georage: The first step means simply switching to the "Single Player" module:
[File] -> [Manage modules] -> [Single player] + [Open]
Then you open the *.lvl file from wherever you have saved it:
[File] -> [Open file]
Then you post the level file:
[Tools] -> [Export] -> [Do All Local Posts]
Now, copy/cut the directory "Documents\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\YourLevelTag\\" to "Documents\\BioWare\\Dragon Age\\AddIns\\YourModuleTag\\core\\override\\toolsetexport\\"
You can now use the level as a layout for areas in your module and the water mesh will show up properly ingame.
[File] -> [Manage modules] -> [Single player] + [Open]
Then you open the *.lvl file from wherever you have saved it:
[File] -> [Open file]
Then you post the level file:
[Tools] -> [Export] -> [Do All Local Posts]
Now, copy/cut the directory "Documents\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\YourLevelTag\\" to "Documents\\BioWare\\Dragon Age\\AddIns\\YourModuleTag\\core\\override\\toolsetexport\\"
You can now use the level as a layout for areas in your module and the water mesh will show up properly ingame.
#11
Geschrieben 28 November 2009 - 02:29
This just had to be posted while I don't have access to the toolset
#12
Geschrieben 28 November 2009 - 02:53
Cool! Thanks Darkflow, I was pulling my hair out! I see the folder has appeared now, and hope to see water ingame soon.
#13
Geschrieben 29 November 2009 - 01:24
#14
Geschrieben 29 November 2009 - 04:32
At this stage of my module, I keep going back to tweak the level as I build my area (yes, the pathfinding, lighting, and posting takes a while, so I try to edit several things at a time). But unless you've absolutely finished your level (and it is a custom level), there isn't any need to copy it from the single player folder to your module folder until you're absolutely done. It will still show up in your module when you choose the area layout (.arl) file within your module. Not a big deal, but might save some time if you keep going back and forth between level and area like I do.
#15
Geschrieben 29 November 2009 - 04:56
Off-topic but georage, you need to clear out the override folder in core. Naked Jaden = bad files in the override. Try and play the main campaign like this and you'll screw up your save.
#16
Geschrieben 03 Dezember 2009 - 10:18
Ok, a couple of dumb questions to save myself a couple hours of screwing around with this stuff, hopefully.
1 - Do you leave the module settings on "single player"? Or do you switch it back after every export. If not on single player, what is the proper setting? "none" or our module name?
2 - Do you specifically mean we copy the "toolsetexport" directory to "myModuleName/core/override" or to "myModuleName/module/override"?
Sorry to be picky, but specifics really matter to those of us who are just starting to use this toolset.
Thanks!
1 - Do you leave the module settings on "single player"? Or do you switch it back after every export. If not on single player, what is the proper setting? "none" or our module name?
2 - Do you specifically mean we copy the "toolsetexport" directory to "myModuleName/core/override" or to "myModuleName/module/override"?
Sorry to be picky, but specifics really matter to those of us who are just starting to use this toolset.
Thanks!
#17
Geschrieben 03 Dezember 2009 - 10:50
XWa:
1: What is important is that you do all the local posts for a level with the "Single Player" module open, if you want water to work. Other than that, you'll probably want to keep your normal module open when working with the toolset. Remember, though, that every time you modify the level file and want to see the changes, you'll need to do the local posts again in "Single Player," if you want to see water in game.
2: You copy the following folder: "Documents/BioWare/Dragon Age/packages/core/override/toolsetexport/YourLevelTag", where YourLevelTag is the tag of your level.
The folder where you should paste it is as follows: "Documents/BioWare/Dragon Age/AddIns/YourModuleTag/core/override/toolsetexport/", where YourModuleTag is the tag of your module.
Hope that helped.
1: What is important is that you do all the local posts for a level with the "Single Player" module open, if you want water to work. Other than that, you'll probably want to keep your normal module open when working with the toolset. Remember, though, that every time you modify the level file and want to see the changes, you'll need to do the local posts again in "Single Player," if you want to see water in game.
2: You copy the following folder: "Documents/BioWare/Dragon Age/packages/core/override/toolsetexport/YourLevelTag", where YourLevelTag is the tag of your level.
The folder where you should paste it is as follows: "Documents/BioWare/Dragon Age/AddIns/YourModuleTag/core/override/toolsetexport/", where YourModuleTag is the tag of your module.
Hope that helped.
Bearbeitet von Darkflow, 03 Dezember 2009 - 10:51 .
#18
Geschrieben 04 Dezember 2009 - 01:17
Can anyone recommend a decent Sunlight setting, mine are all too dark or too light
#19
Geschrieben 05 Dezember 2009 - 01:01
well thanks for the bioware help .. i wish i had 45 years of programming experience and 4+ years of knowhow on the toolset to tell people the basics of the toolset .. anyway thank for the replies to the original post they actually informed me to what was needed for making the stuff work ..
#20
Geschrieben 08 Dezember 2009 - 11:32
Unfortunately it seems this solution is not available to me.
When I use the singleplayer module, load up my level and then try and do all local posts and/or export, I get
"E: 10:48:42 - Error 5: Could not create directory 'C:\\Documents and Settings\\Eric\\My Documents\\BioWare\\Dragon Age\\Toolset\\LvlWorkspace\\resman\\farm_a1c8240\\' "
And other similar errors for each time it trys to export.
Anyone know how to solve this problem?
When I use the singleplayer module, load up my level and then try and do all local posts and/or export, I get
"E: 10:48:42 - Error 5: Could not create directory 'C:\\Documents and Settings\\Eric\\My Documents\\BioWare\\Dragon Age\\Toolset\\LvlWorkspace\\resman\\farm_a1c8240\\' "
And other similar errors for each time it trys to export.
Anyone know how to solve this problem?
#21
Geschrieben 06 Januar 2010 - 05:55
TikiGod, I have the same prob now ... I think it must have something to do with the toolset update. I completed all my areas with the old toolset, now when I try to retool them I get this area.
Did you ever fix your problem?
Did you ever fix your problem?
#22
Geschrieben 06 Januar 2010 - 07:06
Darkflow wrote...
georage: The first step means simply switching to the "Single Player" module:
[File] -> [Manage modules] -> [Single player] + [Open]
Then you open the *.lvl file from wherever you have saved it:
[File] -> [Open file]
Then you post the level file:
[Tools] -> [Export] -> [Do All Local Posts]
Now, copy/cut the directory "Documents\\\\BioWare\\\\Dragon Age\\\\packages\\\\core\\\\override\\\\toolsetexport\\\\YourLevelTag\\\\" to "Documents\\\\BioWare\\\\Dragon Age\\\\AddIns\\\\YourModuleTag\\\\core\\\\override\\\\toolsetexport\\\\"
You can now use the level as a layout for areas in your module and the water mesh will show up properly ingame.
thanks for your help .. it´s work now !
greets frosti !
#23
Geschrieben 06 Januar 2010 - 09:41
TikiGod -- I fixed my problem by reinstalling the toolset. After that, I can make changes to levels again.
#24
Geschrieben 08 Januar 2010 - 05:56
I had this problem last night. Had those error messages popping up during a Lightmap render of my level and when it was finished the lightmap was TOOOOOTALLY screwed up, but only for large rooms, not for tunnels, which was freaking weird.
I reinstalled the toolset, which fixed the error popups, but the lightmaps were still screwed up. Fortunately, something I did fixed the problem with lightmaps, though I have no idea what it was. It didn't require a full re-rendering, I was just flicking back and forth between the Level and Area Editor (I think I did a post to local at one point), and messing with the lightmap display options at the top to fix it. It seems like the lightmap was rendering correctly, the toolset just wasn't displaying it right.
At any rate, it seemed like these 2 problems coincided. I didn't have any problems with my lightmap until those folder access error messages started popping up during the lightmap render.
I reinstalled the toolset, which fixed the error popups, but the lightmaps were still screwed up. Fortunately, something I did fixed the problem with lightmaps, though I have no idea what it was. It didn't require a full re-rendering, I was just flicking back and forth between the Level and Area Editor (I think I did a post to local at one point), and messing with the lightmap display options at the top to fix it. It seems like the lightmap was rendering correctly, the toolset just wasn't displaying it right.
At any rate, it seemed like these 2 problems coincided. I didn't have any problems with my lightmap until those folder access error messages started popping up during the lightmap render.
#25
Geschrieben 09 Januar 2010 - 06:28
Okay, just had the weird-ass lightmap problem again, basically big coloured triangles covering the entire room along with black triangles - your level looks like a Rubix cube.
A simple reboot fixed the issue this time. I guess its a memory thing.
A simple reboot fixed the issue this time. I guess its a memory thing.





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