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[SoC] Вопросы по SDK


faniloko

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Народ, как правильно конвертнуть модельки объектов, прилагающиеся к сдк в огф формат?

Выбрал себе необходимые из rawdata, положил в import, запустил ActorEditor, конвертнул. Но игра от таких моделей крашится. Может какая доп. обработка нужна?

 

З.Ы. Если я хочу подправить только геометрию локации, мне хватит одного сдк, или без Макса или Майи не обойтись?

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, чтобы модель можно было юзать как динамиечскую, этому объекту нужна хотя бы одна кость, а не просто "копи-паст".

 

 

 

все зависит от того, что ты задумал. Если для тебя "подправить геометрию" равняется поставить в дом диван и стол - то СДК хватит, если исправлять потяжки текстур и прочее - конечно без 3д редактора не обойтись.

 

 

Т.е. у моделек входящих в СДК вобще нет костей? Если есть тутор по созданию оных, ткните. На s.t.a.l.k.e.r. wiki вроде подобного не нашел.

 

З.Ы. В данном случае под понятием "поправить геометрию", понимается: 1. приподнятие\опускание земли в некоторых местах; 2. устранение "летающих" деревьев и кустов; 3. добавление пары-тройки объектов.

Я так понимаю, что для первого пункта СДК не хватит?

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а зачем на объекты геометрии кости? Кости нужны на динамические объекты, на ботов.. По этому кости есть только в моделях геймдаты, папка meshes, а это относится к спавну, но не геометрии.

 

Ну учитывая, что во многих модах сейчас имеется некоторое количество моделек явно с базы СДК, но с настроенными костями для спавна через all.spawn или скриптом, значит это как-то проворачивают. Ну и собственно вопрос, чем это сделать (в смысле, добавить кость(и))? Милкой вроде только редактировать можно, или я не прав?

 

З.Ы. Затрахался я возиться с универсальным конвертером, вроде все правильно прописал, но он все-равно мне выдает ошибку path $maps$ does not exist

Как только не как только с бубном не танцевал, какие только пути не указывал (и не указывал) все бес толку... Кто разбирается, просветите.

 

fsconverter.ltx

 

$sdk_root$ = false| false| G:\Programs\X-Ray SDK\level_editor\

$sdk_root_raw$ = false| false| $sdk_root$| rawdata\

$local_root$ = false| false| $sdk_root$

$server_data_root$ = false| false| $sdk_root$| rawdata\

$server_backup$ = true| false| $server_data_root$| backup\

$server_root$ = false| true| \

$app_data_root$ = true| false| $server_root$| _appdata_\

;

$game_anims$ = true| true| $game_data$| anims\| *.anm;*.anms| Animation files

$game_config$ = true| false| G:\Programs\X-Ray SDK\level_editor\gamedata\config\

$game_data$ = false| true| $sdk_root$| gamedata\

$game_dm$ = true| true| $game_data$| meshes\| *.dm| Detail Model files

$game_levels$ = true| false| $game_data$| levels\

$game_meshes$ = true| true| $game_data$| meshes\| *.ogf;*.omf| Game Object files

$game_particles$ = true| true| $server_data_root$| particles\

$game_scripts$ = true| false| $game_data$| scripts\| *.script| Game script files

$game_shaders$ = true| true| $game_data$| shaders\

$game_sounds$ = true| true| $game_data$| sounds\

$game_spawn$ = true| false| $game_data$| spawns\

$game_textures$ = true| true| $game_data$| textures\

;

$game_saves$ = false| true| savedgames\

$screenshots$ = true| false| screenshots\

$logs$ = true| false| $sdk_root$| logs\| *.err| Log files

$temp$ = true| false| $sdk_root$| temp\

;

$import$ = true| true| $sdk_root$| import\| | *.object;*.lwo;*.txt;*.xr;*.wav;*.obj;*.ltx;*.cpp| Files

$clips$ = true| true| $server_data_root$| objects\| *.clip| Object clips

$groups$ = true| true| $server_data_root$| groups\| *.group| XRay groups

$level$ = false| false| $game_levels$

$maps$ = true| true| G:\Programs\X-Ray SDK\level_editor\rawdata\levels\| *.level| XRay levels

$objects$ = true| true| $server_data_root$| objects\| *.object;*.lwo| XRay objects

$sounds$ = true| true| $server_data_root$| sounds\| *.wav| Wave files

$textures$ = true| true| $server_data_root$| textures\

$detail_objects$ = true| true| $import$| | *.dti| Detail indices

$omotion$ = true| true| $import$| | *.anm| Object animation files

$omotions$ = true| true| $import$| | *.anms| Object animation list files

$sbones$ = true| true| $import$| | *.bones| Skeleton bone data files

$smotion$ = true| true| $import$| | *.skl;*.skls| Skeleton motion files

 

 

converter.ini

 

; 2947+ (финалка включая обновления)

[2947_config]:2945_config

$game_data$ = G:\Programs\X-Ray SDK\level_editor\gamedata\

$game_levels$ = G:\Programs\X-Ray SDK\level_editor\gamedata\levels\

spawn_version = soc

 

 

Батник

 

converter -level default:generators -mode le

pause

 

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,

верни оригинальный fsconverter.ltx и задай только $sdk_root$

 

возвращал - вываливается с ошибками path $maps$ does not exist и $game_config$ does not exist

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Stalker_AleX333, такие ошибки выскакивают, когда неправильно заданы пути.

Например, строка с твоего файла

здесь прога будет искать папку config в ней самой же, что не правильно.

 

Поэтому, как и говорил abramcumner, в оригинальном fsconverter.ltx

и больше ничего не изменяй.

 

Ставил точно, как в оригинальном файле, кроме параметров $game_config$ и $game_data$.

Вываливается с ошибкой: can't parse line 10 can't initialize the file system.

 

Если оставить только изменения в $game_data$, вываливается с path $maps$ does not exist и $game_config$ does not exist.

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Благодаря совету тов. h0N0r, наконец распаковал необходимый левел в формат СДК. Запустил, дождался пока загрузится геометрия, объекты и аи сетка. Начал работать. Через 2-3 минуты вываливается следующая критическая ошибка: Please notify AlexMX!!! Critical error has occured in render routine!!! [Type B] - Tools: 'ai map'

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, выключи показ АИ сетки и работай

 

Спасибо, уже сам догадался. Кстати, можно пересобрать АИ сетку, чтобы она "различала" те статичные объекты на локации, по которым, в данный момент, можно беспрепятственно ходить?

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Редактировал некоторые элементы локации Генераторы из мап пака Кости. Конкретно: 1. некоторые объекты удалил; 2. добавил новые; 3. изменил позицию и наклон некоторых старых; 4. пересобрал АИ сетку.

Делаю проверку на валидность, вываливается следующий лог:

 

Ругань на лоды:
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0000.dds'
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0000_nm.dds'
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0000.dds'
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0000_nm.dds'
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0000.dds'
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0000_nm.dds'
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0001.dds'
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0001_nm.dds'
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0001.dds'
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0001_nm.dds'
There is no texture 'gamedata\textures\lod\lod_levels_generators_generators_lod0001.dds' и т.д.

Ругань на объекты:
- scene object: 'props\objects\big_object\musor_plita_podstavka' [O:'props\objects\big_object\musor_plita_podstavka', M:''] и т.д.

Ругань на шейдеры:
Object 'levels\generators\generators_part0001': engine shader 'default' non compatible with compiler shader 'def_shaders\def_vertex'
Object 'levels\generators\generators_part0001': engine shader 'default' non compatible with compiler shader 'def_shaders\def_vertex'
Object 'levels\generators\generators_part0001': engine shader 'default' non compatible with compiler shader 'def_shaders\def_vertex'

 

 

Раньше с СДК работать не приходилось, потому, что делать толком не знаю.

 

З.Ы. Догадываюсь, что лоды придется переделывать. Не знаю правда как. Пробовал через вкладку object-select-levels-generators-"имя лода". Но там нет ни превью, ни каких-либо доступных опций.

З.Ы.Ы. Народ, подскажите, как создать "барьерную стену" по краю уровня.

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1. По данному уроку создать лоды невозможно (во-всяком случае в СДК 0.4). Автор видео просит выполнить последовательность действий, указанных мной выше (через вкладку object>select>levels>"имя локации">"имя лода".) Но у меня, в отличии от видео там нет ни превью, ни каких-либо доступных опций.

 
По поводу стены, я наверное не совсем правильно объяснил - мне нужно создать эту "стену":
2967208.jpg

 

Строгое Предупреждение !

Запрещено полностью цитировать предыдущий пост.

BFG

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@Потенциал, ну игде тут искать кнопку "Make lod"?

 

2967584.jpg

Сразу говорю, в Show Propirties настройка качества компиляции.

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Так, с ошибкакми лодов разобрался. Теперь следующие - модели:

 - scene object: 'props\objects\big_object\musor_plita_podstavka' [O:'props\objects\big_object\musor_plita_podstavka', M:'']
 - scene object: 'props\objects\fireplace\prop_fireplace_2' [O:'props\objects\fireplace\prop_fireplace_2', M:'']
 - scene object: 'props\objects\fireplace\prop_fireplace_2' [O:'props\objects\fireplace\prop_fireplace_2', M:'']
и т.д.

Я проверил настройки материалов, как советовали - они настроены у всех объектов, т.к. это стандартные модели из библиотеки СДК. В чем причина-то?

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@krovosnork,  точно, это я забыл.

Так, теперь левел прошел проверку на валидность. Собрал АИ сетку, собрал Game. Запускаю Build - обрывается с ошибкой: Error has builder routine. Editor aborted. Abnormal programm termination.

 

Лог, вроде такой (если я правильно понял xrse_factory_"username".log): 

FATAL ERROR
 
[error]Expression    : assertion failed
[error]Function      : SFillPropData::~SFillPropData
[error]File          : I:\xray-svn-trunk\xrSE_Factory\xrServer_Objects_ALife.cpp
[error]Line          : 64
[error]Description   : 0==counter
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@Melo, количество лодов (во всяком случае в папке) не превышает максимально допустимого в СДК. Сейчас их 36.

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Stalker_AleX333, пока спецы не пришли. Попробуй еще это: xrServer_Objects_ALife.cpp - возможно используешь то что ставится на МП локации, возможно это аном. зона, для МП они немного другие.

 

Объектов с МП у меня точно нет, ни аномальных, ни каких-либо других зон не добавлялось. Только статичные объекты + настройка материалов, пересобранная АИ сетка, 1 партикл для газовой горелки.

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@krovosnork, проверил лоды - у всех стоит Multiple Usage.

 

@HellRatz, пробовал данный вариант, не помог. Даже комп перезапускал с выключенным антивирусником и сразу в СДК - бес толку. На всякий случай разобрал лабораторию Х-8 из пака локаций - она билдится нормально.

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Очередной вопрос: запустил aiwrapper - падает с требованием msvcp70.dll. Ок, скачал, кинул в System32 и папку компилятора - бес толку. Ничего не понимаю...

З.Ы. Ни у кого, случаем не осталось такой утилиты: AICompiler 0.1.1 multilanguage edition? Все ссылки, которые я нашел уже давно мертвы.

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Чего-то опять выделывается универсальный конвертер. Падает с ошибкой: 

path $maps$ does not exist

fsconverter.ltx

 

 

$sdk_root$ 			= false| false| G:\Programs\X-Ray SDK\level_editor\
$sdk_root_raw$ 		= false| false| $sdk_root$| rawdata\
$local_root$ 		= false| false| $sdk_root$
$server_data_root$ 	= false| false| $sdk_root$| rawdata\
$server_backup$ 	= true| false| $server_data_root$| backup\
$server_root$ 		= false| true| \
$app_data_root$ 	= true| false| $server_root$| _appdata_\
$game_data$ 		= false| true| $sdk_root$| gamedata\
;
$game_ai$ 			= true| false| $game_data$| ai\
$game_anims$ 		= true| true| $game_data$| anims\| *.anm;*.anms| Animation files
$game_config$		= true| false| $game_data$| config\
$game_dm$ 			= true| true| $game_data$| meshes\| *.dm| Detail Model files
$game_levels$ 		= true| false| $game_data$| levels\
$game_meshes$ 		= true| true| $game_data$| meshes\| *.ogf;*.omf| Game Object files
$game_particles$ 	= true| true| $server_data_root$| particles\
$game_scripts$ 		= true| false| $game_data$| scripts\| *.script| Game script files
$game_shaders$ 		= true| true| $game_data$| shaders\
$game_sounds$ 		= true| true| $game_data$| sounds\
$game_spawn$ 		= true| false| $game_data$| spawns\
$game_textures$ 	= true| true| $game_data$| textures\
;
$game_saves$ 		= false| true| savedgames\
$screenshots$ 		= true| false| screenshots\
$logs$ 				= true| false| $sdk_root$| logs\| *.err| Log files
$temp$ 				= true| false| $sdk_root$| temp\
;
$import$ 			= true| true| $sdk_root$| import\| | *.object;*.lwo;*.txt;*.xr;*.wav;*.obj;*.ltx;*.cpp| Files
$clips$ 			= true| true| $server_data_root$| objects\| *.clip| Object clips
$groups$ 			= true| true| $server_data_root$| groups\| *.group| XRay groups
$level$ 			= false| false| $game_levels$
$maps$ 				= true| true| $server_data_root$| levels\| *.level| XRay levels
$objects$ 			= true| true| $server_data_root$| objects\| *.object;*.lwo| XRay objects
$sounds$ 			= true| true| $server_data_root$| sounds\| *.wav| Wave files
$textures$ 			= true| true| $server_data_root$| textures\
$detail_objects$ 	        = true| true| $import$| | *.dti| Detail indices
$omotion$ 			= true| true| $import$| | *.anm| Object animation files
$omotions$ 			= true| true| $import$| | *.anms| Object animation list files
$sbones$ 			= true| true| $import$| | *.bones| Skeleton bone data files
$smotion$ 			= true| true| $import$| | *.skl;*.skls| Skeleton motion files

 

 

 

converter.ini

 

 

; 2947+ (финалка включая обновления)
[2947_config]:2945_config
$game_data$			= G:\Programs\X-Ray SDK\level_editor\gamedata\
$game_levels$			= G:\Programs\X-Ray SDK\level_editor\gamedata\levels\
spawn_version			= soc 

 

 

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Почему-то LevelEditor ругается на не настроенные материалы, из пака объектов, который я добавил в библиотеку (тот, что в шапке темы). Проверил несколько из них - материалы и шейдеры настроены верно, в чем может быть дело?

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@HellRatz, лог:

 

 

- scene object: 'cs\technica\psi_detector' [O:'cs\technica\psi_detector', M:'']
- scene object: 'props\objects\shkaf\shkaf_1' [O:'props\objects\shkaf\shkaf_1', M:'']
- scene object: 'props\objects\shkaf\shkaf_1_0000' [O:'props\objects\shkaf\shkaf_1', M:'']
- scene object: 'props\objects\mebel_trash\mebeltrash_stul_a' [O:'props\objects\mebel_trash\mebeltrash_stul_a', M:'']
- scene object: 'props\objects\mebel_trash\mebeltrash_stol_shuhl' [O:'props\objects\mebel_trash\mebeltrash_stol_shuhl', M:'']
- scene object: 'props\objects\dekor\tros_stena_1_object' [O:'props\objects\dekor\tros_stena_1_object', M:'']
- scene object: 'props\objects\industrial\equipment\devices_big\dev_big_device_11' [O:'props\objects\industrial\equipment\devices_big\dev_big_device_11', M:'']
- scene object: 'props\objects\industrial\equipment\devices_big\dev_big_device_11' [O:'props\objects\industrial\equipment\devices_big\dev_big_device_11', M:'']
- scene object: 'props\objects\industrial\equipment\devices_big\dev_big_device_11' [O:'props\objects\industrial\equipment\devices_big\dev_big_device_11', M:'']
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- scene object: 'props\objects\industrial\equipment\labware\labware_03_0001' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0001' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0001' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0001' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0001' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0001' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0001' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0002' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0002' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0002' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0002' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0002' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0002' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0002' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\industrial\equipment\labware\labware_03_0002' [O:'props\objects\industrial\equipment\labware\labware_03', M:'']
- scene object: 'props\objects\prop\prop_banka_kraski_1_0001' [O:'props\objects\prop\prop_banka_kraski_1', M:'']
- scene object: 'props\objects\industrial\equipment\devices_big\dev_big_device_02' [O:'props\objects\industrial\equipment\devices_big\dev_big_device_02', M:'']
- scene object: 'props\objects\industrial\equipment\devices_big\dev_big_device_03' [O:'props\objects\industrial\equipment\devices_big\dev_big_device_03', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
- scene object: 'props\objects\industrial\equipment\control_table\dev_control_table_02' [O:'props\objects\industrial\equipment\control_table\dev_control_table_02', M:'']
 

 

 

 

Свойства одного из объектов, содержащегося в логе (к примеру - props\objects\shkaf\shkaf_1):

2993579.jpg

Изменено пользователем Stalker_AleX333

aka Stalker_AleX333
 
Мои проекты  - ЯндексДиск   |   Я на Gamer-Mods.ru

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