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#51
RaZoRShArP20

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Krebbs wrote...

I must be missing something, but in the Level editor, I can only move left/right and zoom in/out. I can't move or rotate my camera to see anything but a "V" shape of terrain at the top half of the display window.

I know there are two buttons to set the camera mode (Fly Mode and 3DS Max Mode) but neither one seems to alter the behavior of the WASD or arrow keys, except maybe to change the speed the camera moves at. Any suggestions? :)

If you are in the3ds mode Rotating is done with Alt+mousewheel press.

Mousewheel hold lets you drag the terrain i think...
Kinda automatic now cause i used 3dsmax a lot.

#52
JasonNH

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Mouse controls in the level editor:



(wasd mode)

Rotate camera: Hold down middle mouse button and move the mouse.

Zoom in/out: Shift + middle mouse button.

Move up/down + left/right: Alt + Middle mouse button

Camera Yaw: ctrl + middle mouse button



I don't use alt, so I don't know the mappings for that.



Also, take a look at the hot keys at the wiki.

#53
Krebbs

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Beerfish wrote...

Krebbs wrote...

I must be missing something, but in the Level editor, I can only move left/right and zoom in/out. I can't move or rotate my camera to see anything but a "V" shape of terrain at the top half of the display window.

I know there are two buttons to set the camera mode (Fly Mode and 3DS Max Mode) but neither one seems to alter the behavior of the WASD or arrow keys, except maybe to change the speed the camera moves at. Any suggestions? :)


What type of mouse/computer do you have?  I have the same problems you describe when I was trying to use my laptop with vista and a microsoft wireless mouse.  With my desktop and xp I have no such problems,


Microsoft Wheel Mouse Optical under Windows 7.  Left or right clicking/dragging always brings up the green multiple object selection marquee.

#54
Beerfish

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I have the same mouse but with vista and for some reason I have problems with it. Have you tried holding down 'alt' or 'ctrl' or 'shft' while right left clicking? Using mouse wheel and those?

#55
JasonNH

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Nightblazerrr wrote...

Jason, the resource "test.are" has been added but when I create a new area and go to the area layout in properties it is only looking at .arl files?


When you did the "Post to local", did you finish successfully with something like this in the log window?

S: 18:51:26 - Export Summary, 1 Requested, 1 Success, 0 Skipped, 0 Failed.  Please see below for more details.

#56
Nightblazerrr

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O i see, it jsut said I: 18:35:56 - test.are - The resource "test.are" has been added.
near the top but it actaully did fail if i scroll down a bit. Actually before that even it fails to generate the pathfinding data. It fails becuase my start location is there but not specified hmm.

Modifié par Nightblazerrr, 07 novembre 2009 - 12:03 .


#57
eggplantObelisk

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Thank you Mr. BryanDerksen and Mr.\\Mrs. Beerfish. I am quickly becoming very impressed with the level of community interaction here on the social site. This alone gives enough incentive to learn the toolset and become and active participant in the mod community.



Also, I feel this topic could be very useful as a starting point for new users, with a new topic name and a sticky. Or at the least, a "Getting Started with the Toolset" topic with a compiled least of resources. Just a thought.



Again, thank you all for the help and I look forward to being a member of this forum.

#58
Krebbs

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Beerfish wrote...

I have the same mouse but with vista and for some reason I have problems with it. Have you tried holding down 'alt' or 'ctrl' or 'shft' while right left clicking? Using mouse wheel and those?


Figured it out! :)  Thanks for the hints above.

Anyone else that is having a similar problem, if you have Vista or Windows 7 and have the Microsoft Intellipoint software installed, middle clicks will *never* work unless you go do the following:

Win 7 (similar on Vista I assume)
Control Panel -> Hardware and Sound -> Mouse
Drop down the selector for "Wheel Button" and change it from the Flip(Default) to Middle-Click

Intellipoint (which I believe Win 7 installed via Windows Update for me) intercepts middle-button clicks and uses them for task flipping by default.

Modifié par Krebbs, 06 novembre 2009 - 11:59 .


#59
JasonNH

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Nightblazerrr wrote...

O i see, it jsut said I: 18:35:56 - test.are - The resource "test.are" has been added.
near the top but it actaully did fail if i scroll down a bit. Actually before that even it fails to generate the pathfinding data. hmm.


Yeah, I forgot to mention that you have to specify a starting point for pathfinding to work. Sorry.

I was also reminded you have to save the level at least once before you can do a post to local.

#60
Nightblazerrr

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Under area properties, start point name field i typed in the starting point but it just keeps saying I need to specify a start point when trying to generate pathfinding. Also thanks for all the help so far, should also be useful for others who read through this post im sure.

Modifié par Nightblazerrr, 07 novembre 2009 - 12:07 .


#61
AnTeevY

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Is the starting point in the exportable area? Try to name your starting point exactly as the exportable area, that worked for me when I got that error.

#62
AnTeevY

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Is the starting point in the exportable area? Try to name your starting point exactly as the exportable area, that worked for me when I got that error.

#63
JasonNH

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Nightblazerrr wrote...

Under area properties, start point name field i typed in the starting point but i just keeps saying I need to specify a start point when trying to generate pathfinding.


No, not under area properties. Open you *.lvl file, then click on the little red flag icon that says, "Setup Start Point". Click anywhere in your level and you should see a red arrow inside a blue circle. Once that start point exists, pathfinding should work.

Don't worry about the start point name in the exportable area properties for now. That's useful for when you want to preview your level without changing the starting location of your module, but it's not needed for what you're trying to do.

Modifié par JasonNH, 07 novembre 2009 - 12:12 .


#64
Nightblazerrr

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AnTeevY, huh thanks I renamed it and it worked just fine 0_O. Thanks Jason but I already had a start point setup it seemed renaming it to be the same as the area is what made it work. hmm still failed to export tho... theres green dots everywhere now so I guess the pathings working but the only errors i get during export to local now refer to the lighting?

Are there any requirements for the terrain itself? or do the green yellow and red box all need to contain terrain?

Modifié par Nightblazerrr, 07 novembre 2009 - 12:17 .


#65
JasonNH

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The warnings for the lighting are normal. As long as you didn't get any actual failures (red circles), you should be okay. If it is still failing, post up the log here.

#66
Nightblazerrr

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E: 19:21:30 - Local Posts Failed!

S: 19:21:30 - Export Summary, 1 Requested, 0 Success, 0 Skipped, 1 Failed. Please see below for more details.

I: 19:21:30 - Offers.xml file has been updated successfully.

I: 19:21:30 - AddIns.xml file has been updated successfully.

I: 19:21:30 - Generated the campaign file.

I: 19:21:30 - PostProcessing

E: 19:21:30 - testlevel.lvl - Exporter FAILED for resource: testlevel.lvl

W: 19:21:30 - SanityCheck: No lightmap atlases found. Using legacy non-atlased lightmap data instead.

W: 19:21:30 - No lightmap atlas found. Falling back to display legacy lightmaps in editor.

I: 19:21:30 - Starting local export and post...

I: 19:21:30 - Shared Addin resources will be exported to "C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\addins\\Nightblazerrr\\core\\override\\toolsetexport\\".

I: 19:21:30 - Campaign resources will be exported to "C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\addins\\Nightblazerrr\\module\\override\\toolsetexport\\".

I: 19:21:30 - Shared resources will be exported to "C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\".

S: 19:21:30 - Starting export: "Post Selection to Local"

S: 19:21:30 - Export Summary, 1 Requested, 1 Success, 0 Skipped, 0 Failed. Please see below for more details.

I: 19:21:30 - Offers.xml file has been updated successfully.

I: 19:21:30 - AddIns.xml file has been updated successfully.

I: 19:21:30 - Generated the campaign file.

I: 19:21:30 - PostProcessing

I: 19:21:30 - Exporter completed successfully for resource: testlevel.lvl

I: 19:21:30 - Success. Local Post of Trees complete.

I: 19:21:30 - RPU process completed successfully.

I: 19:21:30 - Done copying files. Resource post completed.

I: 19:21:30 - Resource build completed. Copying files to output folder.

I: 19:21:30 - SKU successfully created.

I: 19:21:30 - Building SKU...

I: 19:21:30 - Rules processing complete.

I: 19:21:29 - Beginning to process rules....

I: 19:21:29 - Building Initial State...

I: 19:21:29 - Using intermediate directory: c:\\users\\user\\documents\\bioware\\dragon age\\toolset\\resourcepostintermediatewin32\\

I: 19:21:29 - Using config file: c:\\program files (x86)\\steam\\steamapps\\common\\dragon age origins\\tools\\ResourceBuild/Settings/ResourceBuilder.xml

I: 19:21:29 - Using output directory: C:\\Users\\user\\AppData\\Local\\Temp\\RPUTemp

I: 19:21:29 - Initializing Resource Builder...

I: 19:21:29 - Processing and posting trees locally...

I: 19:21:29 - Starting local post for trees...

I: 19:21:29 - Shared Addin resources will be exported to "C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\addins\\Nightblazerrr\\core\\override\\toolsetexport\\".

I: 19:21:29 - Campaign resources will be exported to "C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\addins\\Nightblazerrr\\module\\override\\toolsetexport\\".

I: 19:21:29 - Shared resources will be exported to "C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\packages\\core\\override\\toolsetexport\\".

S: 19:21:29 - Starting export: "Post Trees to Local"

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\test\\CombinedMaps\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\test\\Textures\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\testin\\CombinedMaps\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\testin\\Textures\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\testin\\CombinedMaps\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\testin\\Textures\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\testin\\CombinedMaps\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\testin\\Textures\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\2\\CombinedMaps\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\2\\Textures\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\testin\\CombinedMaps\\'

I: 19:21:28 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\testin\\Textures\\'

I: 19:21:28 - Light probe render successful for layout [test].

I: 19:21:28 - Success generating pathfinding data.

I: 19:21:28 - Finished generating sound data

I: 19:21:28 - Generating sound data for vegetation

I: 19:21:28 - Generate sound data

W: 19:21:27 - Failed to find lightmap-atlas info for model 'fhi_floorstone3x3_0', part '_1of'

I: 19:21:27 - Will process pathfinding using start location 'test' at (4.00, 6.00, 3.00) for layout 'test'.

I: 19:21:27 - Beginning pathfinding

W: 19:21:27 - No lightmap atlas found. Falling back to display legacy lightmaps in editor.

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\test\\CombinedMaps\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\test\\Textures\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\testin\\CombinedMaps\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\testin\\Textures\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\testin\\CombinedMaps\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\testin\\Textures\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\testin\\CombinedMaps\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\testin\\Textures\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\2\\CombinedMaps\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\2\\Textures\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\AppData\\Local\\Temp\\DALightmap\\testin\\CombinedMaps\\'

I: 19:21:27 - Checking for new files on 'C:\\Users\\user\\Documents\\BioWare\\Dragon Age\\Toolset\\ProbeLightMaps\\testin\\Textures\\'

I: 19:21:27 - Starting local posts: Visualize/Update Lightmaps, Pathfinding and physics culling, Render Light Probes, Post Trees to Local, Post Layout to Local




#67
AnTeevY

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Maybe just do a normal "Post to Local" (the icon in the toolbar) instead of a complete local post.

#68
Nightblazerrr

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AnTeevY, Thanks again! that worked just fine doing it that way. It also just imported just fine into the area map as well. Thanks guys.

Modifié par Nightblazerrr, 07 novembre 2009 - 12:28 .


#69
JasonNH

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Yeah, exactly. BTW, if you have any trees or vegetation, you will have to do this in a two-step process where you post trees to local, and then the general post to local.

#70
Driggan

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Anyone know how to modify brush sizes for terrain deforming?

#71
Beerfish

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Driggan wrote...

Anyone know how to modify brush sizes for terrain deforming?


Click the terrain deform tool or brush or whatever you may be working  with and then open the 'object inspector' there are attributes you can change there.  (Best to keep the object inspector open but docked and reduced as you use it alot.)

#72
Driggan

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Beerfish wrote...

Driggan wrote...

Anyone know how to modify brush sizes for terrain deforming?


Click the terrain deform tool or brush or whatever you may be working  with and then open the 'object inspector' there are attributes you can change there.  (Best to keep the object inspector open but docked and reduced as you use it alot.)


Righto, thanks mate.

#73
funkygorilla17

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How do I add stuff to my Level, like statues, and buildings and such. I read the placeable tutorial, but still don't understand.

#74
xPhenomen

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yeah.. we need some video tut of making basic module.. toolset is too complicated.


#75
RaZoRShArP20

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Beerfish wrote...

My last post about getting your level to show up wasn't that great as I was at work. Try these steps:
- create a new level
- click on the + sign icon at the top to 'define area', use the mouse to drag the green square out to cover your whole level. (just for this test, see the wiki for the significance of the green, yellow, red squares. Give it a layout name (something meaningful that you will remember)
- Do stuff to the level, shape it add some trees whatever.
- Put down a start point.
- Generate pathfinding.
- Save the file.
- 'Post trees to local' (via icon at top of page)
- Post selection to local (tools....export....post selection to local)

Create a new 'area', in teheobject inspector or the area click on 'area layout'.
You should then be able to find the name of your area (layout name) and associate with your area.


Does not work.
Lightmap errors on some towers and Campagne start point not set .
after some playing around it loaded and could choose it as a layout and it was totally BLACK still.

i have put everything to local (whatever it is for anyway) but nothing happened.