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How to make water planes appear in-game


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#26
Bibdy

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So, something I've noticed following the steps in this guide is my level isn't updated for my Module. If I'm modifying my level (let's call it myLevelName) in my own Module (let's call it, MyMod) and add a new house, for instance and follow these steps:

0) Currently in 'MyMod' editing my .lvl file.
1) Add a house to the level
2) Save the level
3) Switch the module to Single Player
4) Reload the lvl file (because switching modules forces you to close all windows)
5) Generate pathfinding, render lightmaps and lightprobes
6) Copy the files from \\\\core\\\\override\\\\toolsetexport\\\\myLevelName to \\\\MyMod\\\\override\\\\toolsetexport\\\\myLevelName
7) Post To Local
8) Switch module to 'MyMod'
9) Open my custom Area
10) Set Area Layout to myLevelName and take a look

The house is NOT there. The 'MyMod' version of 'myLevel' wasn't updated. I'm wondering if using 'Post To Local' while under Single Player only updates myLevel for just that module, not for my own one. To fix the issue I just switch to MyMod (and thus reload the level again) immediately after step 6, rendering lightmaps etc. and copying the files across and do Post To Local from my own Module! Only then will the object show up inside the Area Editor and thus the game when I do 'export without dependent resources'.

Modifié par Bibdy, 09 janvier 2010 - 06:46 .


#27
PavelNovotny

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Try Do All Local Posts and it should work fine.

#28
Bibdy

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Ah, I suppose that option posts the level info to ALL modules, not just the selected one. That makes sense. Will probably take an insane amount of time to post my level, mind you, with 5 active modules and it taking about 5 minutes to post just the one, heh.

Modifié par Bibdy, 11 janvier 2010 - 06:50 .


#29
-Semper-

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Bibdy wrote...

So, something I've noticed following the steps in this guide is my level isn't updated for my Module. If I'm modifying my level (let's call it myLevelName) in my own Module (let's call it, MyMod) and add a new house, for instance and follow these steps:

0) Currently in 'MyMod' editing my .lvl file.
1) Add a house to the level
2) Save the level
3) Switch the module to Single Player
4) Reload the lvl file (because switching modules forces you to close all windows)
5) Generate pathfinding, render lightmaps and lightprobes
6) Copy the files from \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\core\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\override\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\toolsetexport\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\myLevelName to \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\MyMod\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\override\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\toolsetexport\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\myLevelName
7) Post To Local
8) Switch module to 'MyMod'
9) Open my custom Area
10) Set Area Layout to myLevelName and take a look

The house is NOT there. The 'MyMod' version of 'myLevel' wasn't updated. I'm wondering if using 'Post To Local' while under Single Player only updates myLevel for just that module, not for my own one. To fix the issue I just switch to MyMod (and thus reload the level again) immediately after step 6, rendering lightmaps etc. and copying the files across and do Post To Local from my own Module! Only then will the object show up inside the Area Editor and thus the game when I do 'export without dependent resources'.


rendering your lightmap and your light probes could be done while your own modul is opened. you just have to post your lvl from single player.

btw did you distort step 6 and 7. first you have to post your level and than you can copy the level folder from core to your mod. after that the level folder from core is no longer needed and should be deleted or strange overriding bugs can appear, at least to me this happens sometimes.

Modifié par -Semper-, 12 janvier 2010 - 05:27 .


#30
Bibdy

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I was actually doing it in that order. I wasn't aware that it was Posting to Local which created those files. I thought those files was related to Lightmap and Light Probe rendering due to the issues in lighting and water which it tends to fix (as per this thread's OP).



Anyway, it seems like doing "All Local Posts" just does a chain of commands like generating pathfinding, does some weird stuff where little MS-DOS prompts quickly appear and disappear very quickly (rendering light probes, probably) and then still only posts to the SELECTED module. So, if I have Single Player module open and do 'All Local Posts', it still will only show the correct area data if I make an area inside the Single Player module (which is a bad idea to tinker with).



Objects will literally not appear in the Area Editor, or in the game, unless I open the level file and Post to Local from that particular module. Copying the files across from packages/core to addins/MyMod/core isn't enough.



What's funny is I made an entire room in the single player module, rendered lightmaps for the room etc., then posted to local and when I loaded the level in my Area of MyMod it showed the generated pathfinding for that room hovering in empty space, so I think those files this thread asks you to copy across contain data for pathfinding, light probes, water planes, trees etc., but nothing to do with the Models or Lightmaps you create for that level. If you update either of those, you have to Post to Local from your particular mod, before it will show up properly in your mod's custom Areas.



It all works fine, and logically, its just difficult to learn. Understanding how it all fits together definitely helps.

#31
Hammer Fang

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I've always posted my level from single player, and then immediately posted again the level to MY mod. I've never had to copy files to get water in my game. I have had the level not updateing, with my mod using the 'old' level. Fixed that by refreshing the art on the level, and 'Checking' that area in.

#32
PavelNovotny

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I do the following for both indoor and outdoor levels (because you need light probes to see your character regardless of whether or not there's water):



1. Create level in My Mod (whatever you want to call it).

2. Do some basic editing like placing models, terrain editing, etc.

3. Close my level and switch to Single Player.

4. Open my level. Edit my level some more if I need to (place water, lights, etc.).

5. Do light maps.

6. Do light probes.

7. Do pathfinding.

8. Do All Local Posts.

9. Generate minimap.

10. close my level and quit the toolset.

11. Move my level folder from My Documents/Dragon Age/Packages/Core/Override/Toolsetexport to My Documents/Dragon Age/AddIns/My Mod/Core/Override/toolsetexport.

12. Make sure I deleted the folder out of the DA/packages/core/override/toolsetexport folder



Only problem now is that the gpu.rim files won't go in the DAUnzip file unless you put them there manually. These contain terrain files that color your ground.

#33
Qutayba

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I'm getting some weird behavior with water planes when I post one of my levels (other levels seem to work fine).  This particular level is an ocean shore, so the water plane is very large (it is a single object).  In certain areas near the shore (the open ocean is fine), I'm getting some polygal areas where the waves do not animate and it's simply a flat translucent film.  I've uploaded some screen captures of it to my gallery.

social.bioware.com/project/1535/#gallery

In one case, there is a bridge over the water, but that doesn't explain the other cases.  Does it have to do with the sharp angles of the cliffs (if so, why does this only happen at a few of the cliff areas)?  Any ideas, or explanations?  And yes, I am posting them through Single Player campaign.

Modifié par Qutayba, 13 janvier 2010 - 05:57 .


#34
PavelNovotny

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Did you try increasing the tesselation of your water plane?

#35
Qutayba

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Well, either tesselation or something else I changed seems to have fixed the problem. Now, if only there was a way to fix the subtle color change where the water plane extends beyond the edge of the level boundary, but that may be hardwired in.

#36
Tikigod60

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Out of curiosity, is there any plans on releasing a updated toolset which solves the problem so that this workaround is not required? Or is development of the toolset deemed 'done' now officially?

Have had a look around, but the last sign of any update thread is afew months old.

#37
Proleric

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I get the message "failed to load" on the Room World when I try to open an interior level in SP. Nothing very special about it, that I can see. Has anyone fixed that by reinstalling, or similar?

#38
Proleric

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I should add that only one level has this problem.

#39
Proleric

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Problem solved - "failed to load" happens if you have a custom test creature object in your level when you try to load it into Single Player.

#40
Languard

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Hammer Fang wrote...

I've always posted my level from single player, and then immediately posted again the level to MY mod. I've never had to copy files to get water in my game. I have had the level not updateing, with my mod using the 'old' level. Fixed that by refreshing the art on the level, and 'Checking' that area in.


This worked for me as well.  My Steps:
  • Created a new test module, set to active
  • Created a new level, did the various renders and posts
  • set up an area, set the layout, did an export without dependant resources
  • loaded it in game and as expected, no water. 
  • Went back to the toolset, changed module to single player, rebuilt light probes, local post
  • close level, changed to my test module, open level, post local (not post all), close level,
  • refreshed area, export
  • Loaded in game, and water was there


#41
Farem

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I have a question.

Has anyone tried this?

1. Open 'Single Player' module
2. Open your .lvl file with water mesh
3. Select water mesh and right click -> Post Selection To Local

Then just use that data to copy over to your module to get your water working.

EDIT: Apparently that doesn't work. I guess you need the lightmapping and pathfinding posted aswell since they effect the water.

Modifié par Farem, 01 août 2010 - 04:03 .