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#76
RaZoRShArP20

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funkygorilla17 wrote...

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

I was struggling with that as well .
On the righthand side pick placables and then just drag and drop them i suppose.
Than they show up on the righthand side. just like NWN2.



I am having the problem with groupoing and thsat the models do not have a light map GRRRR.
Anyway.
When i Group a couple of models together i would want to duplicate that so i can place the same group alongside the other .
Like a larger wall piece of somethingBut the group only shows on the lefthand side... so how on earth do i duplicate it and place it in the placables container?


DDamn they should have had a better tutorial for this Toolset, though powerfull it sure is a lot of work for what used to be so damned simple in earlier toolsets.

#77
funkygorilla17

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RaZoRShArP20 wrote...

funkygorilla17 wrote...

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

I was struggling with that as well .
On the righthand side pick placables and then just drag and drop them i suppose.
Than they show up on the righthand side. just like NWN2.



I am having the problem with groupoing and thsat the models do not have a light map GRRRR.
Anyway.
When i Group a couple of models together i would want to duplicate that so i can place the same group alongside the other .
Like a larger wall piece of somethingBut the group only shows on the lefthand side... so how on earth do i duplicate it and place it in the placables container?


DDamn they should have had a better tutorial for this Toolset, though powerfull it sure is a lot of work for what used to be so damned simple in earlier toolsets.



That doesn't seem to work all i get is that sign. Sigh....

#78
JasonNH

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funkygorilla17 wrote...

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


If you want to add non-interactive, decorative stuff to your level, just select them from the model palette menu. It's the blue cube in the palette window towards the right of the toolset. They are organized in a bunch of sub-directories that are not very intuitive, but you can use the search box to find what you want, usually with pretty good success.

Also, note that beerfish spent a lot of time taking pictures of some of the models and posted them at the wiki. It's not all of the models, but it's a nice start until we get a browsing utility.

#79
JasonNH

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funkygorilla17 wrote...

That doesn't seem to work all i get is that sign. Sigh....


Right, this is because placeables go in an area but not in a level. For the level art, you need to choose from the model palette (blue cube) as I directed above.

Modifié par JasonNH, 07 novembre 2009 - 02:15 .


#80
Driggan

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Hey, so... I've made a level, imprinted it to an area, but when I open it up the trees are all leafless and, well I haven't been able to figure out the water correctly yet, like how to deform it.

Any information on why the trees are lifeless at least?

*Edit* Nevermind, I see all trees are like that now in the area editor, there must be some button somewhere doing that.

Modifié par Driggan, 07 novembre 2009 - 03:44 .


#81
Orion7486

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Krebbs wrote...

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.

Goes for XP also. 
Krebbs, thanks for pointing this out.  I was trying all sorts of key/mouse combos.  I even tried looking into my mouse control panel to see about changing the button assignment, but I must've skipped over the middle click option.

#82
Guest_imported_beer_*

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Quick. Bring back Marilyn Manson. He has to sing the new toolset song- "This is tough ****"



Ah well, nothing ventured, nothing learned...

#83
Aeshyn Stormsinger

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JasonNH, thanks a ton for explaining how the middle mouse button is actually used to move the damn camera in Level Editor, that's been getting under my skin for over 30 mins because using the 'middle mouse button' usually says to me to scroll it forward or back, maybe they should have said 'press' middle mouse button, eh?

Thanks a ton for that, now I can finally start sculpting my damn level, :D.

Modifié par Aeshyn Stormsinger, 07 novembre 2009 - 05:23 .


#84
JasonNH

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Driggan wrote...

Hey, so... I've made a level, imprinted it to an area, but when I open it up the trees are all leafless and, well I haven't been able to figure out the water correctly yet, like how to deform it.

Any information on why the trees are lifeless at least?

*Edit* Nevermind, I see all trees are like that now in the area editor, there must be some button somewhere doing that.


You probably have the "Fade Cutaway" icon selected. It's the one that looks like a mesh ball with the bottom half colored red. Deselect it and see if that helps.

#85
Khaos51

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Can we like make our own Skins for Weapons and Armors or edit the ones they have or draw an whole entire area or even design new monsters or characters?

#86
Dmuse

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I'm also having a problem with the start point and/or the light mapping. Currently I think the start point is working after having deleted and re-adding it a few times - *boggle*.



Currently lightmapping is the issue. I have added lights and when attempting to create lightmapping I get this error:



E: 01:39:23 - Failed to submit lightmap layout [tstdel1]

E: 01:39:23 - Job submission process failed with a return code of '-1073741515'.



-- start point having more issues as I type this. When attempting to Post trees to local I receive the following error:



W: 01:40:49 - Some resources failed their post processing. Please see below for more details.

S: 01:40:49 - Export Summary, 1 Requested, 1 Success, 0 Skipped, 0 Failed. Please see below for more details.

I: 01:40:49 - Offers.xml file has been updated successfully.

I: 01:40:49 - AddIns.xml file has been updated successfully.

E: 01:40:49 - Could not get starting area resource information.

I: 01:40:49 - PostProcessing





Starting point is in walkable, and export area. Any insight for me?


#87
JasonNH

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Currently lightmapping is the issue. I have added lights and when attempting to create lightmapping I get this error:

E: 01:39:23 - Failed to submit lightmap layout [tstdel1]
E: 01:39:23 - Job submission process failed with a return code of '-1073741515'.


Several of the beta testers also experienced this problem before the toolset release. Bioware has said they have been able to recreate it on their end, but we haven't heard of any ETA on a fix for it yet. This won't prevent your area from working in game, it just won't have all the visual goodness that lightmaps can produce.

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


#88
freddern

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Is it something wrong with the wiki? I'm just getting an error.... :(

#89
JasonNH

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freddern wrote...

Is it something wrong with the wiki? I'm just getting an error.... :(


Try clearing out your cookies, login to the social site, then go to the wiki.

#90
Dmuse

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JasonNH wrote...

Currently lightmapping is the issue. I have added lights and when attempting to create lightmapping I get this error:

E: 01:39:23 - Failed to submit lightmap layout [tstdel1]
E: 01:39:23 - Job submission process failed with a return code of '-1073741515'.


Several of the beta testers also experienced this problem before the toolset release. Bioware has said they have been able to recreate it on their end, but we haven't heard of any ETA on a fix for it yet. This won't prevent your area from working in game, it just won't have all the visual goodness that lightmaps can produce.


While it is somewhat comforting to know that it is a known issue, I do have trouble exporting the level because of the errors.

After a crash while saving a level, restarting with a new level has allowed me to eventually export one and be able to test it in game so at least I can still be a little productive. Just have to remember, small steps, and save often.

#91
RaZoRShArP20

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Hey guy's seems this topic is turning in to the good old brainstorm sessions..

Like that .

Anyway Has anyone got this problem aswell???

When i try and place a house or any model to the flat surface of the lvl mesh it automatically starts floating.



Before i click to place it it is on the surface (with snap function on) and when i click it's it's own size in mid air.

Also when i move an object it automatically snaps aggain and when i release it it is in mid air again.

Anyone has this problem????

Here is a screenshot of what i mean .



http://img199.images...1918/floatn.jpg

#92
Beerfish

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I've had the issue with the model initially floating, however I would just left click and hold it then slightly pull it and then it snaps to the ground and I could move it to where I wanted. If all else fails you should be able to hi-light it or other things, then go into the properties and move it that way. But just a slight pull with mouse should click it to the ground.

#93
ValnKmere

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For the lightmap error have you loaded ActivePython 2.5? You have to have Python installed for the lightmaps to render.



https://www.activest...thon/downloads/



You need at least version 2.5. I am running 3.1 though and haven't had any issues though.

#94
JasonNH

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Yes, I was running ActivePython 2.5 but it was the 64 bit version and apparently that one is broken. If you're running a 64 bit machine, the solution is just to install the 32 bit version as that will work.

#95
RaZoRShArP20

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Hey people.

another question on the area making .

And yes i have come a long way.

though i did not yet complete anything to be able to get it into an area.. still working on the level



But how does water work?

i Inserted a Watermesh with the desired color and Rightclick copied it..

Than i paste it in the lefthand side and guess what, different lighting and color, does not even look the same.

Isn't there an easy way to make water? and keep it 1 mesh or something?

Here is my problem in screenshot.

while placing the duplicate/Copy of the watermesh i get 2 different meshes?? how's that possible.



Screenshot

http://img410.images...aterproblem.jpg


#96
RaZoRShArP20

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Can anyone help me with this one?



Though i have come a long way the problem i have now is water .

How do you make a decent patch of water

I Inserted a Watermesh to copy and put in a ditch and large pond.

The river is diverted into a water reseroir i will show in a screenshot.

But how do i make a Water Brush??

Can't imagine tyou have to tile up mesh after mesh that would just look bad and seems like an impossible task .



My proble is when i add a watermesh i copy it in the lefthand side via Rightclick -- Copy

Than rightclick paste and move it next to the other one.

Both are identical only on screen it looks like i have anoter kind of water//

It looks horrid.



How do i fix this??

Here is a screenshot

http://img410.images...aterproblem.jpg

#97
JasonNH

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Make sure the properties for each are the same, in terms of water color, opacity, etc. Then click "Automatically tessellates water areas..." icon and that should improve things a bit.

There is no water brush. You have to make the best of placing water meshes and getting them to match.

Modifié par JasonNH, 08 novembre 2009 - 07:19 .


#98
RaZoRShArP20

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JasonNH wrote...

Make sure the properties for each are the same, in terms of water color, opacity, etc. Then click "Automatically tessellates water areas..." icon and that should improve things a bit.

There is no water brush. You have to make the best of placing water meshes and getting them to match.

Thanks!!
Well figured it out a bit.
Hope it doesn;t look completely crappy allthough the player wont look at it very long since it's gonna be a big area in the midst of a forrest / Wood
Now only editing the terrain filling it up with building a Square and graveyard.

Anyone know of some good dense wood tree's? to make it really packed and dense?

Here is a screenshot how far i have come so far
Overview
http://img337.images...7/1556/hk02.jpg

Temple or Brorneo on the left Rightside is the Royal Castle.. only cant find a proper door with hallway leading up to it.
http://img69.imagesh...9/7199/hk03.jpg

Village part thats gonna be more crowded
http://img262.images...2/2170/hk04.jpg
&
http://img442.images...2/4690/hk05.jpg


Need to know how do some things proper like add a really dence tree party and bushes.
Player will walk through the level thinking he is in the midst of a forrest with some clear spots where villages are .
Corridors of tree's and buches also with houses behind them that are unreachable... just to give the impression the town is huge but only a few parts are accessable.

The area is 512x512 by the way.

So would need to group a couople of character models and trigger the bridges... once on one, the stuff behind it does not render.. is the possibility is still there like NWN2.

Is it there?
Cause in NWn2 i made a huge city with these triggers.

#99
st4rdog

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How in the hell do I place anything?



I'm clicking and dragging anything from the _Global folders onto my terrain/indoor area and all I'm getting is that circlular "No" icon with the line through it.

#100
RaZoRShArP20

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st4rdog wrote...

How in the hell do I place anything?

I'm clicking and dragging anything from the _Global folders onto my terrain/indoor area and all I'm getting is that circlular "No" icon with the line through it.


in the level or area editor?
I noticed that in the Level editor you can only place models (blue box icon) and placables do simply not work there i guess thats for the area editor instead of level editor .

Try placing models.
Dragging wont help you, just select it and click on a space on the grid and leftclick.
Dragging is not done at all as far as i have noticed