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New level maps for SHoC Q&A

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  00:26:42  30 December 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 411
Hello Bangalore,

Now, i'm trying to add the red_drawbar_location (by OGSE team) to the stalker map pack. I delete actor on it and make game without problem.
Of course, i edited my game_levels.ltx.

So, i test your step 11:

---QUOTATION---
11. Make game.graph (uses the edited game_levels.ltx):

@start bins\compiler_ai\xrAI.exe -m
---END QUOTATION---



The xrai.exe crash with this log:
...
level 38 jupiter_underground

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : .\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'campfire'


stack trace:

0023:1003DF69 xrCore.dll, EFS_Utils: FS_Utils()
0023:1008AE58 xrCore.dll, CStreamReader::`vftable'()
0023:1008AE00 xrCore.dll, CStreamReader::`vftable'()


I don't understand, it's cause by stalker map pack levels.
For information, i didn't make new level.graph for this level.

Have you an idea about this crash? And how correct it?

And another question, can i delete "no single player level" of my game_levels.ltx?
Level100 to level 169 (as monster_tests or ai_tests...)

Regards
Borovos
  00:27:50  30 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1944
Thank's again,yes now ,only with selected object in the good perimeters it's fine.Great!
but not still win for aimap correct!

My fourth try for today looked impeccable ,nothing outside the fences, everything we need selected, and always verify errors with xrAI(despite smoothing, and arrows for connections ok)
I correct errors i can see.And new error...
It seems that is a very very long procedure!
I must be patient!

Well another question please: how can we optimize the SDK?

I load a level yet small enough (map Duga), from 20 fps at the beginning and I (less than ten minutes) I get 4 or 5 fps!

I find it very difficult to select an object, move or zoom...
It should be a deadline for the selection is made, not to mention that the min error,all turns red ,it's terrible!

It would take at least 20 im / s stable and regular.

I lower the rendder (75%), the resolution ,but would you have any other suggestions?
(No changing PC which is expected but not immediately!)

SoC runs very well, however, more than 50 fps.
Here with the SDK it'very hard to have 20 im/s and just a little time!

Thank you again for your always precious advice!
  09:27:26  30 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1134
@Borovos

I have not much idea, maybe something (a section) is missing from your sdk\gamedata\config folder, what is present in jupiter ug level spawn.

About sdk\gamedata\config\game_levels.ltx: you should delete everything from that file, and register only the levels, what you have in your map pack (vanilla+your new levels i think). Those garbage map sections in the file are just gsc test levels, cutout levels etc. you dont need them.

@Olivius: if you just fix the ai map, you can hide everything else, for example Spawn element (Tools/Visibility>Hide all), Detail objects (in Tools/Properties menu), or even Objects, Sectors, Portals etc. so you gain much fps, and you can see more clearly the ai map errors. Although if you add new ai nodes, you need to unhide the static object meshes.
  13:24:58  30 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
12/30/2011 20:18:02
Messages: 1944
I can't count the Big Thanks that I own you!
Thank you! Cool! Easier now!

When I converted the file level ,I have a file level.ltx
(in I: \ X-Ray SDK 04 \ level_editor \ gamedata \ Levels \ mp_rls_duga1)which contains the characteristics of the MP level


---QUOTATION---
; Level script file
[map_usage]
artefacthunt
teamdeathmatch
deathmatch

[artefacthunt_game_anomaly_sets]
Standing = a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, f1
[teamdeathmatch_game_anomaly_sets]
Standing = a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, f1
[deathmatch_game_anomaly_sets]
Standing = a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, f1
---END QUOTATION---



Can I leave completely empty this file or should be reported (but how?) that I want a solo game level ?

I'm right if I leave the file, but empty?


I still have many problems concerns the selection of object for aimap
This map contains a lot of objects to m2!

When I selected objects,they become red (very brighness ,bright red on the screen) but only if I turn on snaplist?
And if snaplist is disabled, I can't see in red the objects that I try to select.It's normal?

http://i.imgur.com/88b2k.jpg

http://i.imgur.com/DST2z.jpg


End last question (for 2011 ! I think) ,how can I select properly the blue no fences?

By clicking on the blue it does not matter, I saw at the base,some "plates"?, but it seems that they never be selected.
How to ensure that barriers have been selected?

I reset all parameters of the sdk to initial, but i can't have the whole map (between the fences) with ai nodes.
I try different visibity (object,ai map to select correctly the needed object but ...hard!
  15:51:21  31 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1134
level.ltx: delete mp garbage, usually ; level script file is fine

If you select the blue fences, they simply don't look red, but still selected.
You don't need to turn on Show/Enable snaplist, it only turn on the red coverage, and doesn't affect selection.

Mabe you have a hole on the fence, and the ai map generator goes outside of the fence. In this case you have to delete the ai nodes from outside with hand work.
  23:04:54  31 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1944
Bangalore ,thank you ,thank you very much for all your help provided,tips and advices,encouragments,it's true that access to these wonderful programs is still not easy at first!
But I feel that with your help ,we can succeed! So Great!

I think I have a lot of things to study still and to test now, but I'm in the right direction!
Thank you again for everything you gave us!
It's amazing and so wonderful! I am deeply grateful.

And generally I would also like to thank all the great people who help so much on this wonderful forum GSC
-I could not cited all of course, and there is so many people with I shared so many messages ,now!
Thoughts for you Bangalore, Bamah, Borovos, Daviderett, Mnn, Fluffy, Loner, Trojanuch, Ntex,Cromm Cruac, Smoq2, Spartan ,Pseudostomp all guys on SGM topics and I forget .... do not be angry!I think to all stalkers here!

And it's so great to talk a little and to share about our favorite subjects!

I wish you all a wonderful New Year 2012 and all my wishes for all your fantastic mods that you make and us dream!

The year 2012 will be great concern the modding of the Stalker's gamell!
Big thank you to you ,recognition, respect and admiration!

Happy New Year and good health to you good Stalkers!!!

http://i.imgur.com/GNDBM.gif
  09:53:00  2 January 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1134
Happy New Year, Stalkers!
I hope it will be rich in good mods, and i can finish mine.
  13:35:08  7 January 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
01/07/2012 13:37:40
Messages: 1944
Hello

Oh yes ,Bangalore,I wish you the best and a complete success for your wonderful work!You're a wonderfull master of the SDK,and you help us it's very fantastic!

For me,after much time spent on the SDK ,so many hours...and a lot of disappointments, finally oh absolute joy!

Step of AI Map is successfully completed!

It’s my friend Borovos who make the first a good AI Map, so would like to thank you him enormously and congratulate him because he kindly help me in this task! In any sincerely thank, and so with this great work together, we can continue to move forward and continue this great and inedit adventure ,for us!

So,that is our first little victory :

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

http://i.imgur.com/xBV4U.jpg


Now step 6 :make a build.cform

Scene>Options>Build options
Draft quality

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

as you can see in the screen nothing under custom data ,so I think it’s good for level.ltx(no MP charactéristics)


Build ok,but still two errors:

Two lines red in the log :

1 Object 'levels\mp_rls_duga1\mp_rls_duga1_default' - 'Sector_DEFAULT#0000Shape' has 103 invalid face(s). Removed.
2 Process Wallmark - failed.

However,I try the xrlc with

@start bins\compiler\xrLC.exe -f mp_rls_duga1
pause

But Crash :

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

I found this in the log :

Expression : assertion failed
Function : b_BuildTexture::Vflip
File : d:\xray-svn\xrlc\build.h
Line : 30
Description : pSurface

So excuse me again,but have you still a wonderfull idea to fight and eradicate this new error ?

Have a good day et thank you again for your patience...
  14:03:59  7 January 2012
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cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
Messages: 197

---QUOTATION---
Hello

Oh yes ,Bangalore,I wish you the best and a complete success for your wonderful work!You're a wonderfull master of the SDK,and you help us it's very fantastic!

For me,after much time spent on the SDK ,so many hours...and a lot of disappointments, finally oh absolute joy!

Step of AI Map is successfully completed!

It’s my friend Borovos who make the first a good AI Map, so would like to thank you him enormously and congratulate him because he kindly help me in this task! In any sincerely thank, and so with this great work together, we can continue to move forward and continue this great and inedit adventure ,for us!

So,that is our first little victory :

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

http://i.imgur.com/xBV4U.jpg


Now step 6 :make a build.cform

Scene>Options>Build options
Draft quality

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

as you can see in the screen nothing under custom data ,so I think it’s good for level.ltx(no MP charactéristics)


Build ok,but still two errors:

Two lines red in the log :

1 Object 'levels\mp_rls_duga1\mp_rls_duga1_default' - 'Sector_DEFAULT#0000Shape' has 103 invalid face(s). Removed.
2 Process Wallmark - failed.

However,I try the xrlc with

@start bins\compiler\xrLC.exe -f mp_rls_duga1
pause

But Crash :

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

I found this in the log :

Expression : assertion failed
Function : b_BuildTexture::Vflip
File : d:\xray-svn\xrlc\build.h
Line : 30
Description : pSurface

So excuse me again,but have you still a wonderfull idea to fight and eradicate this new error ?

Have a good day et thank you again for your patience...
---END QUOTATION---



Looks like texture is not converted to .tga format,or .thm is not updated
  17:00:24  7 January 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
01/08/2012 0:35:55
Messages: 1944
Thank you for your answer.

So I use the converter with this command :

converter -dds2tga [-with_solid] [-with_bump]
pause

Now,I see many .tga in

I:\X-Ray SDK 04\level_editor\rawdata\textures

But I have exactly the same error with xrLc :

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

It seems the trees cause error.

Yet I have the required files:

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

I don't understand once again...
 
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