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Missing trees


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#1
Nafastus

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When I load my level layot file to an area all the trees i've placed in the level editor dissappear.
Anyone know how to solve this?

#2
Qutayba

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They are probably not actually missing. The area editor causes trees and some buildings to fade in the editor (presumably to make it easier to places things. If you go to tools/options/level editor, you can set fade geometry cutoff to false. That works for the buildings at least. I've been able to turn on my trees, too, but that setting might be elsewhere. Having an absent-minded moment.

#3
Beerfish

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Either fade geomatry is making them get cut off. Or you have not posted your trees to local. You have to do a separate posting of the trees in the level editor.

#4
Chesko256

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I am having the same or a similar issue. I have combed the forums with the search feature, but haven't found a resolution yet.



I build my level, and successfully post everything to local. Even though "post all to local" seems to include the trees, I push the separate "post trees to local button" anyway, just in case. Everything goes through fine.



I build a new area, load the layout from the level I posted to local and... no vegetation. It's not the speed tree draw distance, and I played with the options in the Area Editor options for things like "Fade Geometry Cutaway" and "Fade Geometry Punch Through", but still no veggies.



Note that my pathfinding grid shows red where the trees are supposed to be, and when I actually export the area and play it, I can't walk where the trees are supposed to be. They're just not making it from Level to Area.



Thoughts?

#5
Bibdy

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I'm pretty sure the trees are there, you just need to zoom the camera right up to them to see them. I don't think there's a draw distance you can set for the Area editor, so its defaulted to 20m. The Speed Tree Draw Distance in the Level Editor only affects the Level Editor, not the Area Editor :)



I noticed this when I loaded up the Ostagar areas in the Single Player module. No trees until I moved the camera into the big open area where they're all supposed to be and voila, they were only showing up a short distance from the camera.

#6
Chesko256

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Unfortunately, they're also not in the exported game when I play it, no matter where my PC is in relation to the trees.



I'll play with it some more tomorrow.

#7
-Semper-

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that sometimes happens to me too. also my level doesn't update after posting to local. do you post from "single player"?

to get rid of this, i usually define another layout for my area, delete my lvl folder under

- mydocuments\\\\bioware\\\\dragon age\\\\packages\\\\core\\\\override\\\\toolsetexport
- mydocuments\\\\bioware\\\\dragon age\\\\addins\\\\module_name\\\\core\\\\override\\\\toolsetexport


open up my lvl and run another post to local from single player (sometimes first you have to post to local from your module before posting from single player), copy the lvl folder from

- mydocuments\\\\bioware\\\\dragon age\\\\packages\\\\core\\\\override\\\\toolsetexport

to

- mydocuments\\\\bioware\\\\dragon age\\\\addins\\\\module_name\\\\core\\\\override\\\\toolsetexport

open up the designated area and change the layout back. now everything looks the way it should, both in the toolset and ingame.

i think this error occurs because of posting your lvl way too often while learning the editor to get a decent look. all my levels and areas for testing purposes never ever got messed up.

Modifié par -Semper-, 09 janvier 2010 - 12:02 .


#8
Chesko256

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I followed your instructions and deleted my level folder under the above directories. After that, I loaded my level once again and tried to render lightmaps so I can try posting to local. I now get the following:



E: 12:41:58 - Failed to submit lightmap layout [whygod]

E: 12:41:58 - Job submission process failed with a return code of '1'.

E: 12:41:58 - EOFError

E: 12:41:58 - version = p.load()

E: 12:41:58 - File "C:\\Python25\\Lib\\site-packages\\win32com\\client\\gencache.py", line 109, in _LoadDicts

E: 12:41:58 - _LoadDicts()

E: 12:41:58 - File "C:\\Python25\\Lib\\site-packages\\win32com\\client\\gencache.py", line 54, in __init__

E: 12:41:58 - __init__()

E: 12:41:58 - File "C:\\Python25\\Lib\\site-packages\\win32com\\client\\gencache.py", line 662, in

E: 12:41:58 - import dynamic, gencache, pythoncom

E: 12:41:58 - File "C:\\Python25\\Lib\\site-packages\\win32com\\client\\__init__.py", line 12, in

E: 12:41:58 - File "", line 31, in

E: 12:41:58 - Traceback (most recent call last):

I: 12:41:58 - EclipseRay v1.2

W: 12:41:57 - No lightmap atlas found. Falling back to display legacy lightmaps in editor.



I have ActiveState Python 2.5.4.4 installed, and it's worked previously.



I think at this point I may just nuke Python and the Toolset from orbit and start over, though it would be interesting if anyone knew why that lightmap EOFError is occuring, I haven't seen it anywhere else on the forums.

#9
-Semper-

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strange - could you load up your level so i can try to render the lightmaps?



comment from a dev on this would be nice^^

#10
Chesko256

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Here you go:

http://social.biowar...ect/1661/#files

Don't try to open the dazip.  Change the extension to .lvl   (the site won't let you upload files with the .lvl extension)

I just tried completely uninstalling the Toolset, the SQL Database, and ActiveState Python, and i'm still receiving this EOFError.  Really bizarre.

Thanks for the help Semper.

EDIT: Also to answer your other quesiton, no, I've never posted from Single Player (didn't figure I would need to, since this module isn't adding to the Single Player campaign).

Modifié par Chesko256, 09 janvier 2010 - 08:25 .


#11
-Semper-

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i don't see the file - maybe change the project settings to "public download"?

#12
Chesko256

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Sorry about that; changed the visibility to "everyone".

#13
-Semper-

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k, your level rendered without errors ;)

and you got no tree controller and therefore no vegetation. or was that another lvl?
i can send you the .erf if needed.

Posted Image

Modifié par -Semper-, 09 janvier 2010 - 09:22 .


#14
Chesko256

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Right, I had no tree controller in that level. I was just focusing on getting the lightmap to render.

That's really weird that i'm having these python issues all of the sudden. You don't have to worry about the .erf, it was just a test terrain that doesn't mean much to me.

Hopefully a dev will see this and shed some light. (a pun!)

I'll try to poke around and see what else I can cause not to work :) Thanks again

EDIT: I think i'm going to make a separate thread about the issue, since this has grown way past the scope of the original "missing trees" issue.

Modifié par Chesko256, 09 janvier 2010 - 10:05 .


#15
Chesko256

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Semper:



On the project I posted, I posted a new level file (as a .dazip). Can you load that up and see if you can see the the trees when you load the layout to an area? Thanks ^^

#16
-Semper-

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img199.imageshack.us/img199/6818/renderis.jpg

rendered light and posted it from my module. trees are in the area.

Modifié par -Semper-, 10 janvier 2010 - 12:04 .


#17
Chesko256

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Huh. I still have no trees in my area.

There is nothing in my "tree" directory (located at user\\\\documents\\\\bioware\\\\dragon age\\\\addins\\\\module_name\\\\core\\\\override\\\\toolsetexport\\\\layout_name\\\\trees). Is that normal?

Here is my "post trees to local" log, in case something jumps out at you:

S: 18:06:45 - Export Summary, 1 Requested, 1 Success, 0 Skipped, 0 Failed. Please see below for more details.
I: 18:06:45 - Offers.xml file has been updated successfully.
I: 18:06:45 - AddIns.xml file has been updated successfully.
I: 18:06:45 - PostProcessing
I: 18:06:45 - Exporter completed successfully for resource: workingtrees.lvl
I: 18:06:45 - Success. Local Post of Trees complete.
I: 18:06:45 - RPU process completed successfully.
I: 18:06:45 - Done copying files. Resource post completed.
I: 18:06:45 - Resource build completed. Copying files to output folder.
I: 18:06:45 - SKU successfully created.
I: 18:06:45 - Building SKU...
I: 18:06:45 - Rules processing complete.
I: 18:06:45 - Nothing to process!
I: 18:06:45 - Loading meta files...
I: 18:06:45 - Processing: input - Target Output Type: PC
I: 18:06:45 - Loading configuration files...
I: 18:06:45 - Output file: res_plzwor2_trees.GDA
I: 18:06:45 - MetaProcessor, Copyright © 2007 Bioware Corp.
I: 18:06:45 - PROCESSOR OUTPUT:
I: 18:06:44 - Beginning to process rules....
I: 18:06:44 - Building Initial State...
I: 18:06:44 - Using intermediate directory: c:\\\\users\\\\username\\\\documents\\\\bioware\\\\dragon age\\\\toolset\\\\resourcepostintermediatewin32\\\\
I: 18:06:44 - Using config file: e:\\\\program files (x86)\\\\steam\\\\steamapps\\\\common\\\\dragon age origins\\\\tools\\\\ResourceBuild/Settings/ResourceBuilder.xml
I: 18:06:44 - Using output directory: C:\\\\Users\\\\USERNA~1\\\\AppData\\\\Local\\\\Temp\\\\RPUTemp
I: 18:06:44 - Initializing Resource Builder...
I: 18:06:42 - Processing and posting trees locally...
I: 18:06:38 - Starting local post for trees...
I: 18:06:38 - Shared Addin resources will be exported to "C:\\\\Users\\\\username\\\\Documents\\\\BioWare\\\\Dragon Age\\\\addins\\\\01010103\\\\core\\\\override\\\\toolsetexport\\\\".
I: 18:06:38 - Campaign resources will be exported to "C:\\\\Users\\\\username\\\\Documents\\\\BioWare\\\\Dragon Age\\\\addins\\\\01010103\\\\module\\\\override\\\\toolsetexport\\\\".
I: 18:06:38 - Shared resources will be exported to "C:\\\\Users\\\\username\\\\Documents\\\\BioWare\\\\Dragon Age\\\\packages\\\\core\\\\override\\\\toolsetexport\\\\".
S: 18:06:38 - Starting export: "Post Trees to Local"

Modifié par Chesko256, 10 janvier 2010 - 12:09 .


#18
-Semper-

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no, within the folder there has to be the 3 textures (diffuse, normal and specular) of the single tree you used and a speedtreeCad.document which contains the information where the trees are located, so do i believe.

just a sec - i post trees to local and copy the log.

S: 01:14:07 - Export Summary, 1 Requested, 1 Success, 0 Skipped, 0 Failed.  Please see below for more details.
I: 01:14:07 - Offers.xml file has been updated successfully.
I: 01:14:07 - AddIns.xml file has been updated successfully.
I: 01:14:07 - PostProcessing
I: 01:14:07 - Exporter completed successfully for resource: workingtrees.lvl
I: 01:14:07 - Success. Local Post of Trees complete.
I: 01:14:07 - RPU process completed successfully.
I: 01:14:07 - Done copying files. Resource post completed.
I: 01:14:07 - Resource build completed. Copying files to output folder.
I: 01:14:07 - SKU successfully created.
I: 01:14:07 - Building SKU...
I: 01:14:07 - Rules processing complete.
I: 01:14:07 - MetaProcessor succeeded.
I: 01:14:07 - Processing plzwork_normal_billboards...
I: 01:14:07 - Processing plzwork_diffuse_billboards...
I: 01:14:07 - Processing plzwork_diffuse...
I: 01:14:07 - Loading meta files...
I: 01:14:07 - Processing: input - Target Output Type: PC
I: 01:14:07 - Loading configuration files...
I: 01:14:07 - Output file: res_plzwork_trees.GDA
I: 01:14:07 - MetaProcessor, Copyright © 2007 Bioware Corp.
I: 01:14:07 - PROCESSOR OUTPUT:
I: 01:14:06 - Beginning to process rules....
I: 01:14:06 - Building Initial State...
I: 01:14:06 - Using intermediate directory: c:\\\\users\\\\semper\\\\documents\\\\bioware\\\\dragon age\\\\toolset\\\\resourcepostintermediatewin32\\\\
I: 01:14:06 - Using config file: C:\\\\spiele\\\\Dragon Age\\\\tools\\\\ResourceBuild/Settings/ResourceBuilder.xml
I: 01:14:06 - Using output directory: C:\\\\Users\\\\Semper\\\\AppData\\\\Local\\\\Temp\\\\RPUTemp
I: 01:14:06 - Initializing Resource Builder...
I: 01:14:05 - Processing and posting trees locally...
I: 01:13:51 - Starting local post for trees...
I: 01:13:51 - Shared Addin resources will be exported to "C:\\\\Users\\\\Semper\\\\Documents\\\\BioWare\\\\Dragon Age\\\\addins\\\\demo_semper\\\\core\\\\override\\\\toolsetexport\\\\".
I: 01:13:51 - Campaign resources will be exported to "C:\\\\Users\\\\Semper\\\\Documents\\\\BioWare\\\\Dragon Age\\\\addins\\\\demo_semper\\\\module\\\\override\\\\toolsetexport\\\\".
I: 01:13:51 - Shared resources will be exported to "C:\\\\Users\\\\Semper\\\\Documents\\\\BioWare\\\\Dragon Age\\\\packages\\\\core\\\\override\\\\toolsetexport\\\\".
S: 01:13:51 - Starting export: "Post Trees to Local"

Modifié par -Semper-, 11 janvier 2010 - 04:02 .


#19
-Semper-

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I: 18:06:45 - Building SKU...
I: 18:06:45 - Rules processing complete.
I: 18:06:45 - Nothing to process!
I: 18:06:45 - Loading meta files...


there's the bug... but i don't know why that happens to you -.-

Modifié par -Semper-, 10 janvier 2010 - 12:19 .


#20
Chesko256

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EDIT: Everything in this post was my (wrong) assumptions, deleting it.

Modifié par Chesko256, 11 janvier 2010 - 04:26 .


#21
Chesko256

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SOLVED: I have trees! I have trees!



Data Execution Prevention was stopping SpeedTreeCAD.exe from running, however Windows was suppressing this information from me (I never got a SpeedTreeCAD has stopped responding message). All I had to do was make an exception in the DEP list and SpeedTreeCAD works fine now!



Thanks for the help!



btw, this is a pretty sticky snag to get hit with. Is there an official bug report I can file, or...?