Wait I think I got it working!
simplest way too...
Débuté par
tansyuduri
, juil. 28 2013 10:17
#26
Posté 05 août 2013 - 07:34
#27
Posté 05 août 2013 - 07:49
Urfgh! I hope you guys arent too frustrated with me yet. I swear I will credit you all in my first mod but what the hell does
S: 15:47:37 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed. Please see below for more details.
I: 15:47:37 - Offers.xml file has been updated successfully.
I: 15:47:37 - AddIns.xml file has been updated successfully.
I: 15:47:37 - PostProcessing
E: 15:47:37 - fdgfdgf.lvl - Exporter FAILED for resource: fdgfdgf.lvl
E: 15:47:37 - Failed to export layout [den403d]
I: 15:47:37 - Exported Area Boundry Size (meters): 41.392300, 26.717909, 17.012526
E: 15:47:37 - Could not create ARL file for den403d
W: 15:47:36 - Missing LightProbe Cubemap [Den403d_probe_2zn.dds]. Continuing.
W: 15:47:36 - Missing LightProbe Cubemap [Den403d_probe_2zm.dds]. Continuing.
W: 15:47:36 - Missing LightProbe Cubemap [Den403d_probe_2z1.dds]. Continuing.
W: 15:47:20 - SanityCheck: No lightmap atlases found. Using legacy non-atlased lightmap data instead.
W: 15:47:20 - SanityCheck: Something has changed. Pathfinding is potentially out of date.
W: 15:47:20 - No lightmap atlas found. Falling back to display legacy lightmaps in editor.
when I go to post a level to local mean?
S: 15:47:37 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed. Please see below for more details.
I: 15:47:37 - Offers.xml file has been updated successfully.
I: 15:47:37 - AddIns.xml file has been updated successfully.
I: 15:47:37 - PostProcessing
E: 15:47:37 - fdgfdgf.lvl - Exporter FAILED for resource: fdgfdgf.lvl
E: 15:47:37 - Failed to export layout [den403d]
I: 15:47:37 - Exported Area Boundry Size (meters): 41.392300, 26.717909, 17.012526
E: 15:47:37 - Could not create ARL file for den403d
W: 15:47:36 - Missing LightProbe Cubemap [Den403d_probe_2zn.dds]. Continuing.
W: 15:47:36 - Missing LightProbe Cubemap [Den403d_probe_2zm.dds]. Continuing.
W: 15:47:36 - Missing LightProbe Cubemap [Den403d_probe_2z1.dds]. Continuing.
W: 15:47:20 - SanityCheck: No lightmap atlases found. Using legacy non-atlased lightmap data instead.
W: 15:47:20 - SanityCheck: Something has changed. Pathfinding is potentially out of date.
W: 15:47:20 - No lightmap atlas found. Falling back to display legacy lightmaps in editor.
when I go to post a level to local mean?
#28
Posté 05 août 2013 - 11:00
ok FINALLY got it working
#29
Posté 06 août 2013 - 03:09
As is stated on the wiki, you need to use Python 2.5. If you are using 2.7, you are going to run into issues.
As to the log output, looks like you tried posting with no lightmaps.
As to the log output, looks like you tried posting with no lightmaps.
#30
Posté 07 août 2013 - 03:58
This is all really great advice, thank you all for your time! I started learning about the toolset by making head morphs also and I learned that the toolset has a steep learning curve but I am not daunted by that fact. Actually I enjoy the challenge! I followed the above referenced tutorial and created a module so next I want to follow MerAnne's suggestion about starting simple. Can I take a human head morph and put elf ears on it? Do I need to put an elf head on a human body to get the ears?I poked around and couldn't find the elf ears separate from the elf head so I read through some threads and came across a tutorial by DarthParametric about "creating taller elves through 3ds max" and thought I could adapt some of the principles but reading through the tutorial I realize I need to learn more before I attempt that. Actually maybe the elf ear idea isn't so simple. I found the tutorial section in the wiki, since the tutorials seem to build on one another I will start with the area tutorial. I still want to put pointy ears on a human though! Anyway thanks again, the advice here gave me a place to start learning.
#31
Posté 07 août 2013 - 10:23
No, you can't put elf/pointy ears on a human, at least not in a simple manner only using the toolset. Ears are part of the base head mesh, not separate. There are a couple of avenues you could take to get the result you want, one of which being a variation on the approach I outlined in the taller elves thread you mentioned, but whatever way you go would require the use of a 3D modelling app.
#32
Posté 07 août 2013 - 02:56
Thank you for letting me know, I thought the ears might be part of the head. I will start simple and build a foundation from there, I will go through each of the introductory tutorials on the wiki. I will also need to progress through a 3d modeling tutorial before I can move on to something like the elf ears. When I "graduate" I would like to put elf ears on a human for my first advanced project. When the time comes what tools would I need besides the toolset and python? Thank you for all of the information here, it has given me a solid place to start.
#33
Posté 07 août 2013 - 05:43
What tools you need depends entirely on what exactly you want to do.
For texture work, you need an image editor like Photoshop or Gimp. It needs to be able to handle DDS files, which invariably means a 3rd party plugin.
For 3D modelling, the two main options are 3DS Max and its cut down free version GMax using Eshme's DA import/export script, or Blender using NewByPower's import/export script. Additionally, there's also Lightwave using tmp7704's import/export script, but I don't know much about that. I would say Eshme's Max/GMax script is by far the most advanced, and for certain things may be the only possible avenue to produce a game-compatible model. Note that you don't necessarily have to model in one of these programs, but you will need to use one as an export vector. For character models, you'll also have to do rigging/skinning directly in one of those apps.
DATool is a very handy DA model viewer. It can extract model files, which is useful when you are looking for something specific but don't know the filename.
GDapp is a standalone GDA viewer/editor. Can export GDAs to XLS. Speaking of which, you'll need Excel or something of that ilk. I'm not sure if the latest versions of OpenOffice/LibreOffice still produce XLS files that are incompatible with the GDA compiler.
Those are the sorts of tools I commonly use, but other types of mods will require other tools. Things like sound editing and cutscene work are going to require various audio and video editors, but that sort of thing is outside my area of interest/expertise.
For texture work, you need an image editor like Photoshop or Gimp. It needs to be able to handle DDS files, which invariably means a 3rd party plugin.
For 3D modelling, the two main options are 3DS Max and its cut down free version GMax using Eshme's DA import/export script, or Blender using NewByPower's import/export script. Additionally, there's also Lightwave using tmp7704's import/export script, but I don't know much about that. I would say Eshme's Max/GMax script is by far the most advanced, and for certain things may be the only possible avenue to produce a game-compatible model. Note that you don't necessarily have to model in one of these programs, but you will need to use one as an export vector. For character models, you'll also have to do rigging/skinning directly in one of those apps.
DATool is a very handy DA model viewer. It can extract model files, which is useful when you are looking for something specific but don't know the filename.
GDapp is a standalone GDA viewer/editor. Can export GDAs to XLS. Speaking of which, you'll need Excel or something of that ilk. I'm not sure if the latest versions of OpenOffice/LibreOffice still produce XLS files that are incompatible with the GDA compiler.
Those are the sorts of tools I commonly use, but other types of mods will require other tools. Things like sound editing and cutscene work are going to require various audio and video editors, but that sort of thing is outside my area of interest/expertise.
#34
Posté 07 août 2013 - 10:01
Thanks so much for the links! I am not sure what I want to do yet but this list is a great place to begin. I have been interested in building content for games for a long time and it has only been recently that I have had more free time to pursue that interest in a serious way. I already have Gimp (do I need a plugin for Gimp?) for image editing but I am familiar with Photoshop (I use it at work) also. I am an expert user of Excel (necessary for my job) and have it on my personal machine. I am a fairly quick learner when it comes to software usage so hopefully things will make some sense once I get through the tutorials and install the tools you recommended. Again, thank you for taking the time to answer my questions and especially for the list.
#35
Posté 08 août 2013 - 03:31
Per the DDS page on the wiki -
http://code.google.com/p/gimp-dds/
https://developer.nv...adobe-photoshop
http://code.google.com/p/gimp-dds/
https://developer.nv...adobe-photoshop





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