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Did toolset update break m2da process? (was placeables showing up in area editor but not game)


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#1
PavelNovotny

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I've got a set of placeables that have been added through a modified 2da. They are showing up fine in the Area Editor, but for some reason they will not show up in the game (ever since the toolset was updated).

I've been trying a whole bunch of things - like moving the GDA file to different override folders, but I can't get them to show up in game.

Tried exporting the area with and without dependent resources.

Placeables I created from the New Placeables menu show up, but those I had to create through a 2da entry (even if I was using an existing placeable and just changing a StateController) will not show up in game.

If there was something wrong with my 2da I would expect the placeables to not show up in the Area Editor (I've had that happen before).

Anybody have any ideas or suggestions?

Thanks.

Modifié par PavelNovotny, 29 décembre 2009 - 07:01 .


#2
bigrickman

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is it set to ACTIVE?

#3
PavelNovotny

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Yes, there's about a dozen or so that aren't showing up - all set to active or the equivalent.

#4
georage

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Is the placeable in your scratch space? I saw a post about this ... there's a trick but I forget it.

#5
PavelNovotny

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Is it supposed to be in the scratch space?

#6
hunharibo

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No, it is not supposed to be there.

Anything in scratch place does not get exported with the area.

#7
PavelNovotny

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Area files don't have a scratch space. Looks like that's just in levels. You can't put placeables in levels.

#8
hunharibo

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ohh, true that.

#9
SilentCid

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What does your log say when exporting your module? Do you get any exclamation points or red signs with them? If nothing is related with the placeables you've created then try setting the ID value in the 2da to another one. It's possible that the one you gave might be something that's already in use. Since you are moving the .gda file around, just keep it at..

"dragon age origins\\packages\\core\\override\\your_module_name

#10
PavelNovotny

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Didn't get any log errors or warnings. The only placeables that are not showing up in game are the ones in my m2da. That's also the only thing they seem to have in common. It's weird because they used to work fine before upgrading to the new toolset.



I'll keep moving the m2da around. DAO\\packages\\core\\override doesn't seem to work (which surprises me).

#11
PavelNovotny

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OK, I put the gda file in every single override folder I could find (there are 6 or so) and added each one to the manifest manually, and the placeables STILL don't show up in the game.



Is anybody else having problems with m2das after the new toolset? This worked before I switched to the new toolset, so I'm not sure what else to try.

#12
Qutayba

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Having the same problem. I created a placeable from an existing prop. It shows up fine in the area editor and placeable editor, but is not visible in game. I've been having similar problems with creatures that I've assigned (or tried) crust VFX, though I'm not sure if that is related or not.


#13
PavelNovotny

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My placeables were all working fine before the toolset update - did anything change in the new toolset that would've broken the m2da process?

#14
PavelNovotny

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Double checked all my placeables, checked the m2da files, regenerated the m2da files using excellprocessor, emptied out my export folders and redid all the exports, deleted my old manifest and builder to player file and recreated them, and still the custom placeables show up in the area editor, but not the game.



Anyone have any ideas on other things to try?

#15
Qutayba

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It would be great if someone who has been successful at getting a new model or a converted model appearing properly in game could take a look at the current guides on the wiki to see if there have been some steps left out.  I'm baffled:

http://social.biowar...odel_to_Toolset
http://social.biowar...le_from_a_model

#16
wyvern14

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PavelNovotny wrote...

Double checked all my placeables, checked the m2da files, regenerated the m2da files using excellprocessor, emptied out my export folders and redid all the exports, deleted my old manifest and builder to player file and recreated them, and still the custom placeables show up in the area editor, but not the game.

Anyone have any ideas on other things to try?


I can confirm I'm having the same problem. My custom dummies and breakables are all there in the area editor, my m2da are fine and in all the right folders, but ingame nothing shows up. Kinda weird to see plot assists floating on an empty space :(

#17
FalloutBoy

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I tried this recently too and had the same result. Shows up in editors, but not in the game.


#18
ladydesire

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Are they (the resources that aren't showing up) exporting, along with the rest of the module? I mean, are they actually showing up in the module's toolsetexport folder instead of the toolset saying that they've been exported.

Modifié par ladydesire, 04 janvier 2010 - 10:20 .


#19
Qutayba

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http://social.biowar...508080/1#542448

FalloutBoy, the solution you suggested for VFX also worked for my placeable problem.  That is, lowering the id number in the placeable_types 2DA made the new placeable show up in game.  I smell a landrush for available 2DA ID numbers!

#20
FalloutBoy

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Yay!

This has actually become the first thing I try whenever a new M2DA doesn't work the way I expect it to. Try it again with lower ID's. I didn't try it for my custom placeable because I found an existing placeable that looked better. :)

Modifié par FalloutBoy, 05 janvier 2010 - 01:53 .


#21
PavelNovotny

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Bioware has reserved all IDs up to 1000000 so you really don't want to use any of those for fear of conflicting with the game. I tried IDs right at 1mil, and a couple in the 900,000 range out of curiosity and they didn't work.

What IDs did you get to work Qutayba?

I should also mention that the IDs I am currently using (in the 2mil range) worked fine before the toolset upgrade. This is a problem that seems to have appeared with the updated toolset.

Bioware - looks like the toolset upgrade broke the m2da process.

Modifié par PavelNovotny, 05 janvier 2010 - 03:13 .


#22
Qutayba

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I ended up using numbers below a million, but at least I can get things functional and move forward. I foresee having to change all those numbers again once Bioware fixes this problem. I think this problem existed in the toolset beta, and it has crept back in with the patch. Actually publishing my module is probably still a few months away, so hopefully there will be a more permanent fix by then.

#23
PavelNovotny

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Bioware folks - is this something that the toolset update broke and will it be fixed any time soon?

#24
PavelNovotny

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Looks like it is indeed a problem with the ID numbers. I changed all my custom placeables to the 6000-6200 range and now they appear in game and work fine.



As far as I can tell anything above 900,000 doesn't work which is a pain if Bioware wants to reserve 1-1,000,000 as they do in the wiki.



Bioware - any eta on a fix for this? It sounds like it is affecting all m2das, not just placeables.

#25
FalloutBoy

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Bioware can claim that they are reserving anything they want, but I'm going to be using numbers that work. If they fix it someday, maybe I'll go back and update my tables. Or maybe I'll just ship my module and fix it if it ever becomes an actual problem.