Aller au contenu

Photo

Modules Don't Show Up


  • Veuillez vous connecter pour répondre
10 réponses à ce sujet

#1
Caldarin V

Caldarin V
  • Members
  • 269 messages
So, I've got a basic module that I put together, and I'm trying to test it out, but when I got to the "other campaigns" thing, it doesn't show up- how do I get it to show so I can run it? I'm guessing I'm missing something really obvious

#2
Bibdy

Bibdy
  • Members
  • 1 455 messages
Did you run Tools -> Export -> Generate Manifest XML and Generate Module XML?

#3
Caldarin V

Caldarin V
  • Members
  • 269 messages
that worked! but now whenever I do an area transition, it moves me into the new area (I think) but I can't see anything... it's totally dark

#4
Qutayba

Qutayba
  • Members
  • 1 295 messages
Make sure you have some light sources in your area. In particular, you need a baked ambient light source to determine the color of the shadows - this will at least allow you to survey the area if you don't mind your character looking like a humanoid black hole. To see your character, you should probably put up a static light of some kind, as well.

#5
Bibdy

Bibdy
  • Members
  • 1 455 messages
Are you creating a custom level, by piecing different models together, or are using one of the pre-existing ones?



Make sure your starting waypoint is situated on actual terrain, and not somewhere outside the level's bounds, too :)

#6
Caldarin V

Caldarin V
  • Members
  • 269 messages
I got that bit figured out now...

Is there a way to put locations from the single player game into your own module? For example, I want to load up castle cousland from the Human Noble Origin, but it doesn't appear in the Area Layout folder provided. Can I access it from my own module?

#7
Caldarin V

Caldarin V
  • Members
  • 269 messages
   

Modifié par Caldarin V, 13 janvier 2010 - 08:02 .


#8
Bibdy

Bibdy
  • Members
  • 1 455 messages
Sure can. When you create your area, go to the Object Inspector window (in the bottom right by default). This is where you can define the properties for the area. If you select the top box and click the '...' button beside it it will display the list of levels from the game (you may have to double-click your area in the list at the top right to be able to edit that box).

I made a list on google docs describing each of the areas you see in the list here.

When you select one and click okay, it should reveal the level landscape in the area editor in the middle of the screen. From there you can add a starting waypoint, export the files, generate the module/manifest files then load it up in the game and you should be able to run around inside it. Then you add doors, characters, conversations blah blah blah.

The Level Editor is the tool you use to create those landscapes, while the Area Editor is the tool you use to load up a landscape and put interesting stuff in it.

Modifié par Bibdy, 13 janvier 2010 - 09:11 .


#9
Caldarin V

Caldarin V
  • Members
  • 269 messages
yeah, that's what I did, not all the files from the actual game are there- like the human noble origin locations

#10
Bibdy

Bibdy
  • Members
  • 1 455 messages
Do you not see hrt201d or hrt201n in the list? Those are the human noble keep during day/night respectively.

#11
ZackArnold

ZackArnold
  • Members
  • 57 messages
Is it a known issue that if you disabled your custom mod via the in-game DLC manager, then when you enabled again your mod, the "Other campaign" section will still remain inactive? I only have 1 mod in the "Other Campaign" section so not sure how it affects those with multiple mods in "Other Campaigns". So is this a bug or just an isolated problem on my end?