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Level Woes - Testing

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17 réponses à ce sujet

#1
Dalishious

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I've (finally) come to the time to export the base level... Except the toolset insists on failing at exporting it. It completes the trees and then that's it. I can't pinpoint where the problem is, (perhaps it's my computer?) but if you're willing to try exporting it, so it can be tested and then used to create the two levels needed?

 

Here it is. It just needs to be dropped in the DAModder file I believe?

 

And here is how it is exported/prepared for testing.

 

I'd be happy to do the actual testing itself. Or we both can, and compare notes on what needs to be fixed. (I'm especially worried about lighting and players being able to get to places they shouldn't be able to get to.)



#2
sapphim

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What does the log say when you try to export?

 

What module are you working in?

 

And I take it you have Python 2.5.4 installed and have already generated light maps, yeah? https://social.biowa...set#Lightmapper



#3
sapphim

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Had to export from SP or the water disappeared. I got a pop-up error about the pathfinding and light maps, but that might have just been the erf being in the wrong place idk. It exported fine. Really dark, though. It needs more ambient light to cut through the shadows though I guess we'll have fire. I think a few items aren't lightmapping. Maybe this fixes that? Also, the slight lip of the platforms are a bit hard to get up onto consistently.

 

NgtOf11.jpg



#4
Dalishious

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It doesn't say anything; the program crashes. But I do not have the python thing; that must be it. 

Also, oh man... I'm curious to see how dark it is, now. I went very easy on the lighting because I thought it would be to bright! 

 

Thanks!



#5
Dalishious

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  • Added a few more lights (But as you said there will be fire which will also provide lighting)
  • Adjusted some walkways; hopefully that will help the platforms? If not I've got a few other ideas...

 

Unfortunately yet again it failed to export for me, but at least this time the program didn't fail to respond and shut down...! Here's the last bit from the log:

 

Spoiler
 
Any idea what's wrong? ^^;


#6
sapphim

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alright so here is what I did

 

File > Manage Modules > open Single Player (otherwise water won't export)

 

Generate lightmaps

RryI8zX.png

 

Generate pathfinding

GUTvUgp.png

 

Post to local

lyYHu6q.png

 

and then it exported fine. If I didn't generate lightmaps and pathfinding separately, the toolset complained.



#7
Dalishious

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So the lightmaps are creating a problem. When I try to render them, I get this:
 
E: 13:43:24 - Failed to submit lightmap layout [chasvil]
E: 13:43:24 - Job submission process failed with a return code of '1'.
E: 13:43:24 - ImportError: DLL load failed: The specified module could not be found.
E: 13:43:24 - import win32api, sys, os
E: 13:43:24 - File "C:\Python25\lib\site-packages\win32com\__init__.py", line 5, in 
E: 13:43:24 - File "", line 24, in 
E: 13:43:24 - Traceback (most recent call last):
I: 13:43:24 - EclipseRay v1.2
W: 13:43:20 - No lightmap atlas found. Falling back to display legacy lightmaps in editor.

 

The wiki says that the code '1' is caused by having ActivePython... But to my knowledge I don't. So I don't know what else would cause it. What does DLL load failed mean, do you know? I know I made a copy of the python25.dll in the toolset/lightmapper like the wiki also suggested.



#8
sapphim

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Did you also install the win32 extensions?



#9
Dalishious

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Yep.



#10
sapphim

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Hnnn I'd try asking in the main forum. I don't know anything about lightmapper other than it works for me. :\



#11
Dalishious

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Well, have I got an update or what.

So I was cleaning out my computer, looking to see what programs and things I could get rid of, making sure it's up to speed, etc. And I realized I still had Open Office installed from before I bought Word.

And low and behold, hiding in those files was Python 2.7.

I'm going to see about removing all of it's traces and see if that solves anything.

 

EDIT: Yeah... Nope. Didn't solve a damn thing. Still get the exact same thing.

 

E: 15:51:13 - Failed to submit lightmap layout [chasvil]
E: 15:51:13 - Job submission process failed with a return code of '1'.
E: 15:51:13 - ImportError: DLL load failed: The specified module could not be found.
E: 15:51:13 - import win32api, sys, os
E: 15:51:13 - File "C:\Python25\lib\site-packages\win32com\__init__.py", line 5, in 
E: 15:51:13 - File "", line 24, in 
E: 15:51:13 - Traceback (most recent call last):
I: 15:51:11 - EclipseRay v1.2
W: 15:51:04 - No lightmap atlas found. Falling back to display legacy lightmaps in editor.
 
Haven't had any solutions on the main forum yet.

Modifié par Dalishious, 23 janvier 2016 - 07:54 .
Update


#12
sapphim

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Yeah, I noticed you haven't really gotten any help at all. :| I'm happy to try to do the lighting on my end. I TRIED to package up the test area into a builder-to-player package so you can at least run around in it and see what I mean but the toolset started giving me fits about the names of files IT GENERATED. So, uh, I'm gonna have to look into this more I guess. :|

 

EDIT: FWIW I think the village might benefit from having a bit more area to move around in (I'm concerned about how crowded it will feel once we place NPCs in it) but I don't know if you can resize a level once you've created it? :||



#13
Dalishious

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I have some lights placed (more after you said it could use more,) but I can't even see how it looks... :\ I could send you want is done and you can see if you can get it to work. Frankly I'm starting to wonder if it's just my Windows 8. What kind of computer do you have?

 

Also while you can't make levels bigger once you start them, you can create new levels and I think copy and paste items back and forth. So it would be possible to do that and expand things that way. Should I look into that? :)



#14
dr.drummie

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Hello group!

Nice to see that some people still work on new stories (Lady of Paine excluded - she always work on something)! 

 

Some info on lightmapper, perhaps it will help:

- it should be 32bit installation

- you should have installed python 2.5.4 win extensions, I have both 2.5.4 and pywin (i guess it's extensions)

- in some cases I needed to add python installation to path (under system properties -> advanced system settings -> environment variables -> under system variables -> click on path -> edit -> add path to your python install ie. C:\python25), you could check on net for specifics if not sure

 

- levels cannot be modified after creation, pick your sizes with care. I have worked on some level more then 3 months, had various issues with memory and textures (when toolset memory hits 3GB problems start), 64bit "patch" for toolset didn't help. had to ditch it cause it was impossible to generate lightmaps (had missing textures on landscape in distance). I'm still mad when think of it. Tried to copy various parts, generate meshes and similar but without result.. best bet is to create groups of objects like house with fence and similar stuff, but to replicate level geometry is very tedious.. 

 

- when testing areas on different comp i usually copied environment files from ..\My Documents\BioWare\Dragon Age\packages\core\override\area_name\*.* to other comp to same location.. then other builder just tries area in ie. demo_module if he does not want to mess with b2b packages..

 

Hope you having fun with your project! Good luck!

Kivito



#15
Dalishious

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Thanks for your advice,  dr.drummie! I'll see if that path tip can't help anything. 



#16
dr.drummie

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Just one more thing - I can't recall why I need to run toolset as admin, perhaps because lightmapper, so try that also..



#17
MerAnne

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I know little/nothing about editing lvls and area files.  However, I do have a forum/post that I created specifically for keeping track of useful links.  I don't know if any of them will be useful.

 

http://social.biowar...scussion/84319/



#18
MerAnne

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I don't know if it will help, but I uploaded several B2B files at:

http://www.nexusmods...age/mods/4442/?

 

The new .lvl that I created for the partypicker is one of those files.  Since it is relatively small and not very complex, it might be useful as something to experiment with to get used to the level editor.  If you TOTALLY mess up the .lvl file that I created.... no big deal.  You can see your changes in our own partypicker without needing to create a new map location or set up a new area file.

 

Note: just be careful not to accidentally change the original Bioware partypicker .lvl file!