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New level maps for SHoC Q&A

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  15:01:27  28 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
12/29/2011 0:06:26
Messages: 1134

---QUOTATION---
2 verify: ok

http://i.imgur.com/Q3u3M.jpg

---END QUOTATION---



Don't bother with wallmarks, those are level decorations, bullet hits, ash, blood, rust etc., not needed for every map.

The ai map verify isn't okay, your map is invalid yet.

Some hint for ai map corrections:
- select all ai node, and search in the Link commands menu the + sign (arrow points to every 4 direction) and press it few times: it forces the neighbouring nodes to connect with each other

- still Link commands menu: choose Select 0-Link: this selects ALL ai nodes without connection (red coloured square), and delete them, you don't need them

- in the xrAI log you can see important info: AI-map is NOT valid "Node 0 (coordinates) cannot be reached from the node 172 (coordinates)" - open the map in level editor, and search these two coordinates, you have errors at one of the designated coordinates. The node is doubled or has no connection to the neighbouring nodes. Some nodes has no connections to the map (you have an ai map island), and this makes the ai map invalid
  17:01:12  28 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1944
Oh thank you very much again for the indication!
I saw congratulations,and I was thinking it was not ...serious.

So before to go any further I again have to make good ai map.
so I build again with a new level clean (saved)
Now ai map in green:

http://i.imgur.com/zRjsL.jpg

draft good

http://i.imgur.com/UqCGs.jpg

but always the same error :
http://imgur.com/PGUzv

So my problem now to learn :I can't have smooth nodes and force them to connect together.
I will re study the manipulations involved with the keys.
(select 0 link,the arrow,it seems a very long procedure?I'm not on my good pc,and it freeze,so need to reboot and retest).

And I can not find the node that stuck
(to use the method of correction you say)
open the map in level editor, and search these two coordinates

Can we go directly to a point where we know the coordinates?
I just see down and right screen some coordinate,but can I go directly to the node problem?

Excuse me again "my Jedi master," I'm only a "Padawan" without big experience!
but I would so learn to do it correctlyl!

thank's again!
  18:45:35  28 December 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
12/28/2011 18:46:52
Messages: 411
@Bangalore! Thanks! You're our savior!

I love your explanation step by step. Really.

@Oliv', yes we can! Add DUGA map to the smp.
  19:16:17  28 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1944
Thank's Borovos!

But long and hard is the way!

I'm stuck on things that should be simple, but not so obvious!
I do not know yet how to create correctly without errors this aimap and more precisely how to remove these nodes mistakes!

I try to see and understand how.

Bangalore,never before we have had as clear explanations, so it's so great to shared for all of us!
Now we must do...

Thank you
  19:33:28  28 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
12/28/2011 19:38:53
Messages: 1134
You don't have to start the ai map generating again. The level editor is just a "dumb" tool, it can't create for you a perfect ai map. Every time you generate a new ai map, you have to fix the errors with hand-work to make it valid.

Here is a typical error:

http://i43.tinypic.com/11qtgnp.jpg

The ai node is doubled, because the level editor sometimes fails when generates ai map nodes near elevations. You have to delete one of the ai nodes (the above or the lower), and the error is fixed.
  21:46:14  28 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1944
Thank's, I understant a little bit more!

So I have to manually remove all errors?

But to do this ,I have to fly over all the map in detail?
Because when I click on select 0-link, I do not see any marked in red!
I probably have to be close to the ground and fly over the whole map?
In buildings also.

Another think concern the nodes:
I see everything in red but I can select the select 0-link

http://i.imgur.com/EYlSf.jpg

but when I click on object, the colors are ok but I can't access to the select 0-link. to see bad nodes.
Difficult,but I must understand how to do it!

http://i.imgur.com/rJaWK.jpg

So it can be infinitly long to search the bad case,i try smoothed but always errors.
  22:14:06  28 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
12/28/2011 22:15:46
Messages: 1134

---QUOTATION---

But to do this ,I have to fly over all the map in detail?
Because when I click on select 0-link, I do not see any marked in red!
I probably have to be close to the ground and fly over the whole map?
In buildings also.
---END QUOTATION---



No, that would be impossible. Every time you read an error from the log, jump back to level editor, fix the error, then Make AI map, then xrAI draft ai map, and xrAI verify ai map again. Then look into log again, and fix the next error in editor, make ai map, xrAI...

The red what you are talking about is the snap list marking, you can turn it off or on with pressing Enable/Show snap list.

The nodes what i'm talking about are the grey squares (if you select them they become white) with different number of arrows (showing the connections to the neighbouring nodes). The 1-link nodes have green borders, 2-link nodes have blue borders, 3-link nodes have orange borders, 4-link nodes are grey squares. The 0-link nodes have no arrows (no connections), they are just plain red squares.

The Select 0-link trick is simple, don't search for them. Just hit the button, and below in the grey area you'll see this: Sel: 0 (or some other number) which shows how many 0-nodes you selected, then hit Delete button, and you get rid of 0-connection nodes.
  23:48:27  28 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1944


Thank you so much ,Sir!

You 're a master of SDK because you explain so well!!

I understand!An correct a first error!
the number has changed.

You are a wonderfull teacher of the SDK!

Now ,since three days on SDK, i'm a little tired,but i think tomorrow morning,i can be able to have a good ai map.

and this with your incredible help.
What patience you have, I was a little embarrassed to bored you with my beginners questions and affraid ...you leave!

I don't know how to thank you, for all the help and explanations!

So next step tomorrow!
Good night

Well cordialy

http://uppix.net/5/0/e/d96ff744cc749ce303ec3abe2b5b0.gif
  14:12:16  29 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1944
Hello
I start to create new ai map again from the beginning to understand well all the commands.

I selected all the objects in the map,the fences .
http://i.imgur.com/MRYnF.jpg

Then choose a node,generate full,compile map
Then select boxes,select all nodes with "ctrl + a" ,then smooth .
Then click on the middle cross (+) I-node image, and wait.
All seem working good ,I see the different color on the square

http://i.imgur.com/8lwYA.jpg

But it's just a test to understand all the commands and fonction.
I have not node on all the map.
Just where I put the red square on the ground (manip add,symbole arrow,add ,clic ground>red square ok)

So I have a new question yet.
How cover all the map with nodes?

Do I have to calculate precisely where I put the red square on the ground (to avoid overlapping) or can I put many red square around, just to cover the entire map?

Thank's again,excuse my limited english to tell the problem!
I hope it's understandable
  16:20:11  29 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
12/29/2011 16:34:43
Messages: 1134

---QUOTATION---
So I have a new question yet.
How cover all the map with nodes?

Do I have to calculate precisely where I put the red square on the ground (to avoid overlapping) or can I put many red square around, just to cover the entire map?

Thank's again,excuse my limited english to tell the problem!
I hope it's understandable
---END QUOTATION---



Hey

In this picture you can see a big blue texture with barbed wire fence and footprints:

http://i.imgur.com/MRYnF.jpg

This is a fake collision texture and it prevents the actor to leave this area, so this is the border of the map. Because you don't want to spawn outside of this texture (and this texture doesn't prevent the ai movement, because they move exclusively on the ai map), don't make ai map outside of this fence. The level editor's ai map generator also stops at this texture, that's why you find nodes only within the fence (if you started the ai map generating within the fence).

If you started to generate ai nodes outside of the fence, you should delete them from outside, it can be annoying, if you can't reach a monster/npc later in the game...
 
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