Перейти к контенту

[CoP] Перенос и создание карт


Halford

Рекомендуемые сообщения

I have put one location from SoC into CoP - and on starting a new game:

 

* Creating new game...
* Loading spawn registry...
* 9 spawn points are successfully loaded

FATAL ERROR

[error]Expression    : !m_error_code
[error]Function      : raii_guard::~raii_guard
[error]File          : D:\prog_repository\sources\trunk\xrServerEntities\script_storage.cpp
[error]Line          : 748
[error]Description   : ...e.r. - zew prypeci\gamedata\scripts\sim_board.script:226: attempt to index local 'spawn_smart' (a nil value)

 

What can be wrong?

Сообщение от модератора Halford
Попробуй пустую локу без ничего. Тоесть очисть файлы alife_***.ltx и way_***.ltx.

Возможно какая-то сейция не правильно прописана как для ЗП.

 

Добавлено через 36 мин.:

OK, I've just screwed one thing... but now I have something really strange:

 

compiling shader deffer_base_bump-hq
compiling shader deffer_base_flat_d
compiling shader deffer_base_flat_d
compiling shader deffer_impl_flat

FATAL ERROR

[error]Expression    : fs
[error]Function      : CResourceManager::_CreateVS
[error]File          : D:\prog_repository\sources\trunk\Layers\xrRender\ResourceManager_Resources.cpp
[error]Line          : 166
[error]Description   : shader file doesnt exist
[error]Arguments     : c:\program files\s.t.a.l.k.e.r. - zew prypeci\gamedata\shaders\r2\deffer_impl_flat.vs

 

And he's right, there is no VS version of this shader, there's only PS version - but it's like that both in CoP and in SoC, so I don't know, why he wants to compile it...

sooner or later... you will meet the undertaker...

utak3r

Поделиться этим сообщением


Ссылка на сообщение

Thanks :) But I can't find any info on how to generate those thm files from dds... any tool or link?

 

There's one more thing I can't understand from the tutorial - level vertexes. How to recalculate them? The tutorial says:

 

Далее разворачиваем alife_ файл с нашей локацией, ищем там строку «game_vertex_id» и пишем там число которое появилось рядом с нашей локацией при запуске батника ggtool.Затем обращаем свой взор на строку «level_vertex_id».К исходному значению строки прибавляем число, которое мы записали в строку «game_vertex_id», полученное число записываем. Далее, в добавляемых потом секциях спавна нужно писать эти числа. Мы подогнали вертексы.

 

I got my new game vertex, but can't understand, how to get level vertexes?

Изменено пользователем utak3r

sooner or later... you will meet the undertaker...

utak3r

Поделиться этим сообщением


Ссылка на сообщение

OK, I've already came to that :)

 

But... as I was porting SoC levels, they require either all rebuilding (different particles and so on...) or combining the two packages somehow. Unfortunately, ParticleEditor in SDK is somewhat limited... I can't find any way of saving/loading particles, not to mention whole folders of them...

sooner or later... you will meet the undertaker...

utak3r

Поделиться этим сообщением


Ссылка на сообщение

OK, for the moment I put SoC's particles and... it works! :D

The sad thing is that without rebuilding a level I have to have a huge textures folder ;)

Now I have to find a way of joining particles, and one more thing: ground textures are broken... I mean they are not displayed, only the color...

 

xrengine201002141505294.th.jpg xrengine201002141503537.th.jpg xrengine201002141504580.th.jpg

xrengine201002141930077.th.jpg xrengine201002141815461.th.jpg xrengine201002141814550.th.jpg

 

 

Hey guys... how to change the textures of the ground?... def_shaders are different... how can I fix this?

 

update:

Everything works! :)

- copy deffer_impl_flat_d.vs to deffer_impl_flat.vs

- copy textures\terrain\terrain_jupiter.thm to textures\terrain\terrain_my_terrain.thm

 

of course, some sounds, textures, and so on are needed. But it fully works now :)

 

xrengine201002141636063.th.jpg xrengine201002141655027.th.jpg xrengine201002150039244.th.jpg

 

Изменено пользователем utak3r

sooner or later... you will meet the undertaker...

utak3r

Поделиться этим сообщением


Ссылка на сообщение

Ah, this way... thanks, nuklia :)

 

Ground textures are normal ?

 

Yes, they display properly. You can see a short video here (it's currently being processed, so wait a moment for a high quality version):

 

 

sooner or later... you will meet the undertaker...

utak3r

Поделиться этим сообщением


Ссылка на сообщение

In hex-editor I saw they play the role similar to the old textures.ltx file? Bump setup and so on...

And as for the shader editor - the last time I wanted to run it, I failed...could you quote the proper .bat file for it?

Сообщение от модератора Halford
@start bins\ShaderEditor.exe -dsound

What writting?

sooner or later... you will meet the undertaker...

utak3r

Поделиться этим сообщением


Ссылка на сообщение

If anyone will do it later, don't forget to fill the level.ltx file, which in SoC levels are just empty!

Just to remember...

 

I don't know why, but Particle Editor yells about actions version and just awfully hangs the system... But PE Tool works as expected :)

 

 

update:

Oh... it looks beautiful... :)) Here's my video from Radar, that means the Red Forest and the Brain Scorcher antennas:

 

 

 

 

 

BTW:

The best map for the terrain's ground map is located in level\terrain folder, it's bigger and more detailed, giving the best results.

Изменено пользователем utak3r

sooner or later... you will meet the undertaker...

utak3r

Поделиться этим сообщением


Ссылка на сообщение

"небольшой тутор"??.....

It's impossible to gather it into "небольшой тутор"... it's a HUGE amount of work, just go and search for individual tutorials about making quests and unique NPCs - and after getting through them you will know, what to do.

 

Добавлено через 5 мин.:

Программа для подключения уровней к ЗП

 

How to remove a level from a graph? Clicking on the opposite button doesn't work...

sooner or later... you will meet the undertaker...

utak3r

Поделиться этим сообщением


Ссылка на сообщение

But everything is described here and on Stalker Inside... start from these:

http://www.amk-team.ru/forum/index.php?showtopic=8806

http://www.amk-team.ru/forum/index.php?showtopic=6356

http://www.amk-team.ru/forum/index.php?showtopic=847

 

and so on.

 

 

update:

Well, I'm working on stancia level in the 1935 build style :) (that means it's all on a single map, and not splitted into two levels) It's already working, but there're still some things to fix or make better.

 

xrengine201002250053279.th.jpg xrengine201002250054129.th.jpg xrengine201002250052274.th.jpg

 

xrengine201002250052120.th.jpg xrengine201002250050220q.th.jpg xrengine201002250049143.th.jpg

 

 

Isn't it beautiful?? :ny_z_5:

Изменено пользователем utak3r

sooner or later... you will meet the undertaker...

utak3r

Поделиться этим сообщением


Ссылка на сообщение
[error]Description : cross_table doesn't correspond to the AI-map

 

Did you run a full compile? aiwrapper -f, -g, and then -m and -s? And only after that you have to run the aiwrapper -upgrade 3502. After upgrading, remember to copy upgraded files, which will be in the separate folder (all.spawn and level.ai).

If you have the above error, you probably didn't run the -m option - that is graphs merging.

sooner or later... you will meet the undertaker...

utak3r

Поделиться этим сообщением


Ссылка на сообщение
  • Недавно просматривали   0 пользователей

    • Ни один зарегистрированный пользователь не просматривает эту страницу.
×
×
  • Создать...