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Weird baking?


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#26
rjshae

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Here you go:

Kamal_: you might want to check tile tl_cr_sssm_12. It has parts labelled for tl_cr_sssm_10, even though it is a different model. That will cause a conflict.


Modifié par rjshae, 04 mai 2014 - 05:31 .

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#27
kamal_

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Here you go:

Kamal_: you might want to check tile tl_cr_sssm_12. It has parts labelled for tl_cr_sssm_10, even though it is a different model. That will cause a conflict.

Due to time issues and the need to work on some things for myself ( :ph34r:  ), I volunteer others to do things like this. I know you're super busy as well, so this is a good place for someone who wants to dip their toes into custom content...



#28
rjshae

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Okay, well if somebody could try out the modified tiles, I'd appreciate it. Thanks.


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#29
andysks

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As yesterday I will try them after work. I will make an area with these and rws connections and if it works I will replace them on my main work.
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#30
PJ156

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I have had a look and all is mostly well :)

Two of the cave tiles are tucked away in the crypt folders hhhh_03 and 04.

I have put most of the tile out in the image below and they are clean. the shattered tile is cave hhhh_01.

I have a few things to deal with now but I hope to be able to come back this later and test all the tiles you fixed properly.

tiles_zps47b7311a.jpg

PJ
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#31
PJ156

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I just tested all of CA and the tiles behaving badly still are wwee 04, 04 and 05. All else is well with that set.

PJ

#32
PJ156

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I just looked at the cave set.

cavetiles01_zpsefdc95b1.jpg

I have marked the shattered meshes that remain.

that said I cannot find cv_cccc_01 ccxx nor the SPR, SPU and WWx/xx tiles? What set are they in?

PJ

#33
andysks

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PJ these are just normal caves and still have problems? Without any connection between different tilesets?



#34
andysks

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After some confusion with what PJ said, because my cave tiles worked on the test area but his not all...? I thought I'd do the risky test and replaced the old ones with the fixed ones. The area I had problems at is not perfectly baked, and I didn't even need to re-bake for that. It still has mixed tilesets, so I guess this was not the problem to begin with. Thanks again for the help Bob. It was walkable but... who knows in what kind of problems this net of white lines could lead to.

 

I still wonder why PJ's cave didn't work though.

After that I will replace the tiles of the rest of the fixed you did, and if I find time test every tile I have? Hmm... that requires time I don't have now. But maybe slowly and steadily :).



#35
PJ156

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Have a care though Andy, when you replace you need to delete the old tile, re-bake the area then add the new one and bake. Did you do that?

Some of the tiles have a memory and cannot simply be written over.

I will have a look again in an hour or so.

PJ

#36
andysks

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I thought I'd need to do that, but the caves worked just like that. Weird upon weird...

 

Edit: Misunderstanding. I re-baked of course. I wrote it wrong on the previous post. I wanted to write that I didn't need to delete the old tiles and replace them with the new. All I did was re-bake and it worked.

 

English you strike again! Sorry for the confusion.



#37
rjshae

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This is a lot to process. Okay, starting at the beginning:

 

I just tested all of CA and the tiles behaving badly still are wwee 04, 04 and 05. All else is well with that set.

PJ

 

I guess you meant 04, 05, and 06? Here's what the 04 and 05 tiles look like after import to Blender.

 

crypt_wwee_zps9eeb3f41.png

 

The wwee 04 at left seems fine. I compared several of the border vertices with the walk mesh from eeee 01 and they seemed identical. The only reason I can think of that there would be a problem is if there is a mismatch with the walk mesh of the neighboring tiles.

 

The wwee 05 has the walk mesh set at a very low vertical coordinates, but otherwise seem fine. This problem happened with several of the other tiles and I tried to fix it. Unfortunately I missed this one.

 

The wwee 06 tile is a muddle, with some parts borrowing names from wwee 03 and wwee 05.  This causes the tile to appear inappropriately in the toolset. For example, it is using the name of the walk mesh from wwee 05, which would cause it to inherit the same set of problems. Yuk. I know from experience that this problem is real easy to introduce when you're building a mess of tiles. It's a matter of tediously going through every tile and making sure they all have their own set of unique part names.

 

Here's the updated tiles:

The older one has been deleted.


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#38
rjshae

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I thought I'd need to do that, but the caves worked just like that. Weird upon weird...

 

Edit: Misunderstanding. I re-baked of course. I wrote it wrong on the previous post. I wanted to write that I didn't need to delete the old tiles and replace them with the new. All I did was re-bake and it worked.

 

English you strike again! Sorry for the confusion.

 

Okay, it sounds like the cave tiles are working then. Good. :)



#39
PJ156

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Very fine work sir, I remain in your debt.

PJ

#40
rjshae

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Glad to help. :)