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Noob question about making a level an area


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#1
Spartan200

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Hi.  This is almost certainly a dumb question, but I am a brand new modder so please bear with me.  I am attempting to make a very simple stand alone campaign (1 tiny area and 1 simple quest) from scratch as a learning excercise.  I have created a level by following the instructions in the wiki and am now ready to make it into an area.  The problem is that when I do Tools->Export->Do all Local Posts, it fails. 

I get this at the end of the log:

E: 22:02:29 - Local Posts Failed!
S: 22:02:29 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed.  Please see below for more details.
I: 22:02:29 - Offers.xml file has been updated successfully.
I: 22:02:29 - AddIns.xml file has been updated successfully.
I: 22:02:29 - PostProcessing
E: 22:02:29 - Homestead.lvl - Exporter FAILED for resource: Homestead.lvl
W: 22:02:29 - SanityCheck: No lightmap atlases found. Using legacy non-atlased lightmap data instead.
W: 22:02:29 - No lightmap atlas found. Falling back to display legacy lightmaps in editor.

So it looks like light mapping is the problem?  I have searched a couple threads and see a sticky reguarding light mapping, but I am so noobish that these are too advanced for me (I don't even know what Python is).  If someone could explain to me in laymans terms what is going on and what I might do, I would be grateful.  Thanks. Posted Image

#2
NinePointThree

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I had a problem where I didn't have the necessary extensions for Python. It might be what's wrong in your case as well. Try getting them here.

starship.python.net/crew/mhammond/win32/Downloads.html
.

Modifié par NinePointThree, 11 janvier 2010 - 03:25 .


#3
Spartan200

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Thanks for the reply. Could you dumb that down for me though. I don't know what Python is or what it does, but I downloaded ActivePython 2.5.4.4. Where do I install this? Just on its own in program files or in some toolset folder or where? After that, how do I know what extensions I need for that version (I have Windows XP 32 bit). Thanks for the help.

#4
NinePointThree

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The extensions I posted are for a different version of Python. You shouldn't need them with Activestate, but this guy seemed to have the same problem you did.

http://social.biowar...74/index/580190

He uninstalled Activestate and installed the open source version 2.5.4 of Python here:

http://www.python.or...nload/releases/

You then have to install the 2.5 extensions in the link I posted earlier. The file that ends in py2.5 on this page.

sourceforge.net/projects/pywin32/files/

If you use the installers they should install the files of whatever flavor of Python you choose in the correct directories for the game. Just use the defaults.

Modifié par NinePointThree, 11 janvier 2010 - 04:01 .


#5
Spartan200

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Well I did as you said and installed Python version 2.5.4 from the link above along with the linked extension file, but I still get the same results when trying to export the level. Here is the entire log incase it shows some stupid mistake that I am making.



E: 23:15:49 - Local Posts Failed!

S: 23:15:49 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed. Please see below for more details.

I: 23:15:49 - Offers.xml file has been updated successfully.

I: 23:15:49 - AddIns.xml file has been updated successfully.

I: 23:15:49 - PostProcessing

E: 23:15:49 - Homestead.lvl - Exporter FAILED for resource: Homestead.lvl

W: 23:15:49 - SanityCheck: No lightmap atlases found. Using legacy non-atlased lightmap data instead.

W: 23:15:49 - No lightmap atlas found. Falling back to display legacy lightmaps in editor.

I: 23:15:49 - Starting local export and post...

I: 23:15:49 - Shared Addin resources will be exported to "C:\\Documents and Settings\\Matthew\\My Documents\\BioWare\\Dragon Age\\addins\\Tst_1_killwolf\\core\\override\\toolsetexport\\".

I: 23:15:49 - Campaign resources will be exported to "C:\\Documents and Settings\\Matthew\\My Documents\\BioWare\\Dragon Age\\addins\\Tst_1_killwolf\\module\\override\\toolsetexport\\".

I: 23:15:49 - Shared resources will be exported to "C:\\Documents and Settings\\Matthew\\My Documents\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\".

S: 23:15:49 - Starting export: "Post Selection to Local"

S: 23:15:49 - Export Summary, 1 Requested, 1 Success, 0 Skipped, 0 Failed. Please see below for more details.

I: 23:15:49 - Offers.xml file has been updated successfully.

I: 23:15:49 - AddIns.xml file has been updated successfully.

I: 23:15:49 - PostProcessing

I: 23:15:49 - Exporter completed successfully for resource: Homestead.lvl

I: 23:15:49 - Success. Local Post of Trees complete.

I: 23:15:49 - RPU process completed successfully.

I: 23:15:49 - Done copying files. Resource post completed.

I: 23:15:48 - Resource build completed. Copying files to output folder.

I: 23:15:48 - SKU successfully created.

I: 23:15:48 - Building SKU...

I: 23:15:48 - Rules processing complete.

I: 23:15:47 - MetaProcessor succeeded.

I: 23:15:47 - Processing hms100d_normal_billboards...

I: 23:15:47 - Processing hms100d_diffuse_billboards...

I: 23:15:47 - Processing hms100d_diffuse...

I: 23:15:47 - Loading meta files...

I: 23:15:47 - Processing: input - Target Output Type: PC

I: 23:15:47 - Loading configuration files...

I: 23:15:47 - Output file: res_hms100d_trees.GDA

I: 23:15:47 - MetaProcessor, Copyright © 2007 Bioware Corp.

I: 23:15:47 - PROCESSOR OUTPUT:

I: 23:15:46 - Beginning to process rules....

I: 23:15:46 - Building Initial State...

I: 23:15:46 - Using intermediate directory: c:\\documents and settings\\matthew\\my documents\\bioware\\dragon age\\toolset\\resourcepostintermediatewin32\\

I: 23:15:46 - Using config file: C:\\Program Files\\Dragon Age\\tools\\ResourceBuild/Settings/ResourceBuilder.xml

I: 23:15:46 - Using output directory: C:\\DOCUME~1\\Matthew\\LOCALS~1\\Temp\\RPUTemp

I: 23:15:46 - Initializing Resource Builder...

I: 23:15:46 - Processing and posting trees locally...

I: 23:15:23 - Starting local post for trees...

I: 23:15:23 - Shared Addin resources will be exported to "C:\\Documents and Settings\\Matthew\\My Documents\\BioWare\\Dragon Age\\addins\\Tst_1_killwolf\\core\\override\\toolsetexport\\".

I: 23:15:23 - Campaign resources will be exported to "C:\\Documents and Settings\\Matthew\\My Documents\\BioWare\\Dragon Age\\addins\\Tst_1_killwolf\\module\\override\\toolsetexport\\".

I: 23:15:23 - Shared resources will be exported to "C:\\Documents and Settings\\Matthew\\My Documents\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\".

S: 23:15:23 - Starting export: "Post Trees to Local"

I: 23:15:23 - Checking for new files on 'C:\\DOCUME~1\\Matthew\\LOCALS~1\\Temp\\DALightmap\\hms100d\\CombinedMaps\\'

I: 23:15:23 - Checking for new files on 'C:\\Documents and Settings\\Matthew\\My Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\hms100d\\Textures\\'

I: 23:15:23 - Light probe render successful for layout [hms100d].

I: 23:15:23 - Success generating pathfinding data.

I: 23:15:23 - Finished generating sound data

W: 23:15:23 - Warning: Sound type not set for 'tre_c_oaksap'

I: 23:15:23 - Generating sound data for vegetation

I: 23:15:22 - Generate sound data

I: 23:15:20 - Will process pathfinding using start location 'hms100d106' at (56.00, 48.00, 0.00) for layout 'hms100d'.

I: 23:15:20 - Beginning pathfinding

W: 23:15:20 - No lightmap atlas found. Falling back to display legacy lightmaps in editor.

I: 23:15:20 - Checking for new files on 'C:\\DOCUME~1\\Matthew\\LOCALS~1\\Temp\\DALightmap\\hms100d\\CombinedMaps\\'

I: 23:15:20 - Checking for new files on 'C:\\Documents and Settings\\Matthew\\My Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\hms100d\\Textures\\'

I: 23:15:20 - Starting local posts: Visualize/Update Lightmaps, Pathfinding and physics culling, Render Light Probes, Post Trees to Local, Post Layout to Local



I am using version 1.0.1008.0 of the toolset if it matters.

#6
NinePointThree

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Other than getting the correct version of Python with its extensions I'm not much help. I'm a noob to this stuff as well, so it'd be like the blind leading the blind. Are you getting any errors when you render light maps prior to exporting?

#7
Spartan200

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Well, good news! I tried rendering my light map prior to exporting to answer your last question and there were no problems. Then I tried exporting again and it worked! Maybe rendering the light map first solved the problem? Either way, you were still a great help. Thanks =)

#8
Nattfodd

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Yes, before Exporting, you must have a starting point and, if you inserted them, rendered light probes and lightmaps.

#9
ZackArnold

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I have some questions as well about this, hopes TS doesnt mind. I just manage to make a small room today and then I compared it with one of the resource file, flemeth hut to be exact. 2 things that I noticed was that 1) they organize it nicely in a folder e.g Wall, Lights etc and 2) I noticed that outside the room area of flemeth hut it is pitch black, where as in my room area I could see the clouds. So how do make folders for my room area and how do I change the outside area to be pitch black as well

#10
DarthParametric

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I assume you are talking about a level and not an area. To create folders, right click on an object and go to Grouping->Create Group From Selection. You can drag and drop other objects into folders. To hide exteriors, use the black box models, in the BLK folder of the model palette.

Modifié par DarthParametric, 13 janvier 2010 - 08:31 .


#11
ZackArnold

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Thanks for the tips on grouping and black boxes. In regards to the exterior area, actually I was wondering about being able to see the sky when you move around the camera. In the resources room level you cant see the sky at all. So I was wondering if there's any option to on/off being able to see the sky.

#12
Bibdy

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Well, if you made a small interior room, you want to create an interior room level, not an exterior one :) If you made it an exterior and created a little room hovering over the flat ground landscape, then there's going to be sky there. Its entirely possible to create a new interior room and just cut/paste all of the objects from one to the other, though, so you won't have to recreate it all.

#13
ZackArnold

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Oh is there such an option to do an exterior/interior room? I only saw the option File > New > Level. Then there's an option to do either a Room Level or Terrain Level. I'll put in some pics for comparison.

Posted Image
This is the room level with the clear blue sky that's been bugging me :lol:

Posted Image
Here's the terrain level with the pitch black sky. Aren't this the ones supposed to be with the clear blue sky??

Posted Image
This is what I meant by Flemeth's exterior area looking pitch black. There are some number's of black box to cover the window openings and the doors.

Sorry about this trivial questions though. But it bugs me to know that there's a way to do something but I dont know how  :? or probably that I simply did things wrong :P

Modifié par ZackArnold, 14 janvier 2010 - 04:48 .


#14
DarthParametric

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If you are making interiors, use a room level.

Both types of level have a skydome. It's up to you to block it out if you don't want it to be seen. In an interior level you can just clear the skydome value to get a black skydome, but you still need to use black boxes so that you can't see the exterior of walls when the game cuts away geometry in the isometric viewpoint.

Modifié par DarthParametric, 14 janvier 2010 - 07:47 .


#15
ZackArnold

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DarthParametric wrote...

If you are making interiors, use a room level.

Both types of level have a skydome. It's up to you to block it out if you don't want it to be seen. In an interior level you can just clear the skydome value to get a black skydome, but you still need to use black boxes so that you can't see the exterior of walls when the game cuts away geometry in the isometric viewpoint.

Aha, it works. Thank you for replying as well for the tips with black boxes function :lol:.

#16
Nattfodd

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Someone knows if in a room level the pathfinding can be manually edited to make little adjustements?

#17
DarthParametric

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No. It's generated based on the collision bounding boxes of the models in the level. If you want to add or remove pathfinding to specific areas you can do so by using walls and floors to generate the appropriate pathfinding, then setting them not to export to game in the Object Inspector before you do the Post to Local for the level.

#18
Nattfodd

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DarthParametric wrote...

No. It's generated based on the collision bounding boxes of the models in the level. If you want to add or remove pathfinding to specific areas you can do so by using walls and floors to generate the appropriate pathfinding, then setting them not to export to game in the Object Inspector before you do the Post to Local for the level.

Very well. This trick let me to accomplish my needs. Thanks. Posted Image