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area errors


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6 réponses à ce sujet

#1
bealzebub

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I have an area that is getting errors when I open it and I'm not sure why. It is an area that hasn't been opened in quite a while and I have done a fair amount of work and added a few things since it was last opened.

here are the errors;

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would it be a problem with a 2da? If so, which one? tiles? tilesets?

 

 

 



#2
rjshae

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Yes, it's likely one of your tile 2da files; probably the tiles.2da or metatiles.2da. You may be missing some rows, but I'm not sure how to determine which ones. Does the area still load? In that case the missing tiles will be black and would show up with the mesh from the last bake. You could try the 2da files from Kamal's tileset project and then see if it loads okay (assuming you don't have anything customized).



#3
bealzebub

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thanks Bob, the area still loads, and all the tiles/mesh look fine in the toolset. I'm going to go in-game and see if I can find anything unusual and then dive into the 2da's

#4
bealzebub

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it's funny, everything looks fine in the toolset but in-game the deep chasm, 2corner-bridge tile is all wonky. It's like the base is right but the bridge is backward.
I replaced all the deep chasm 2da lines with ones from kamal's tileset project, but the problem still remains. both when loading the area and in-game. Might it be a problem with the .MDB file?

#5
kamal_

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it's funny, everything looks fine in the toolset but in-game the deep chasm, 2corner-bridge tile is all wonky. It's like the base is right but the bridge is backward.
I replaced all the deep chasm 2da lines with ones from kamal's tileset project, but the problem still remains. both when loading the area and in-game. Might it be a problem with the .MDB file?

Did you rotate the tile? Wonkiness can result when a floor is not correctly marked as rotatable in the model. Try deleting the tile and placing it again without rotating it, does it look fine? Then rotate it and see if it goes wonky.



#6
rjshae

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I've seen that sort of thing happen when a tile has a packet that matches the name of a packet in a different tile. The game engine gets confused and substitutes the wrong part. If that is the case, the only fix is to repair the offending tile by changing the packet name. (That could be done with MDBConfig, for example, if you know the tile name and variant.)



#7
bealzebub

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well, I didn't really figure out what happened, but I figured out a pretty easy fix.
Only a small part of the 24x24 area was built with dark chasm, about 14 tiles, so I copied the area with NWN2Mapper which doesn't pick up dark chasm. I then pasted it to a new area and manually replaced the 14 dark chasm tiles. I baked and it seems fixed. no more errors.
So then I just copied GIC, GIT, TRN, and TRX files from the original area and named them like the new area.
I'm not sure what happened or why, but things seem fixed.
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