2. What does this german word mean in the VOB bilder?
3. If the 'play the game' function of the spacer is buggy, I guess the only way to test a level is to load into the game. But that would require to make it a .mod file and create a ini file for it and load it with the starter, am I correct?
And every time I want to test it, I would have to repack the .mod file, right?
2. What does this german word mean in the VOB bilder?
Eigene = Own
Zitat:
3. If the 'play the game' function of the spacer is buggy, I guess the only way to test a level is to load into the game.
Correct so far.
Zitat:
But that would require to make it a .mod file and create a ini file for it and load it with the starter, am I correct?
And every time I want to test it, I would have to repack the .mod file, right?
Nono,... you only have to create the ini file (copy&paste an existing (from a mod i.e.) and adjust, the zen file listed there must be exchanged with your zen, rename the ini, that's all). Then you can start it with the starter, .... oh, and the zen should have startpoint (zCVobStartpoint).
2 problems:
I've made an NPC, waypoints, etc.
Using the cleaned scripts, 'reparse script' in spacer, load output units, update output units, save output units. When the game starts, it complains about missing output units files.
The npc is ok, working correctly, afaik.
Sometimes in the game the controls become mixed up. As in reversed and clumsy. Pressing forward makes the hero go backward and so. Is this a known problem?
1 question:
what option should I choose when I save a ZEN in spacer? What's the difference between compiled and uncompiled zens, and between 'ascii' and 'binary safe'?
Edit: and another problem, I had it before with the mod starter, some error when launching either the game or the spacer, something about sockets not being bound. It's bad? (I don't think so, but maybe I'm wrong).
2 problems:
I've made an NPC, waypoints, etc.
Using the cleaned scripts, 'reparse script' in spacer, load output units, update output units, save output units. When the game starts, it complains about missing output units files.
The npc is ok, working correctly, afaik.
Sometimes in the game the controls become mixed up. As in reversed and clumsy. Pressing forward makes the hero go backward and so. Is this a known problem?
No. ... you have really some strange behaviour there.
Zitat:
1 question:
what option should I choose when I save a ZEN in spacer? What's the difference between compiled and uncompiled zens, and between 'ascii' and 'binary safe'?
*lol*... i never reconized that, ... just use the default, it worked always for me.
Zitat:
Edit: and another problem, I had it before with the mod starter, some error when launching either the game or the spacer, something about sockets not being bound. It's bad? (I don't think so, but maybe I'm wrong).
Maybe that is the source of some probs you have with the spacer, ... please post the whole error-message.
Yep, that worked. Thanks. You should write a faq (Or do an updated cleaned scripts archive? ), I'm too lazy to search in this forum.
I didn't changed anything at the install notes because i didn't get the feedback,... and i think if i would add my ou's to the cleaned up scripts it could be that these are german.
So, to get it straight:
Delete all like in the install notes, but not those reptile mentioned works? Correct?
Zitat:
It happens only with GothicStarter_mod.exe, the GothicStarter.exe doesn't show this error.
I've asked around, an answer was:
Maybe the ZSpy cannot access the rescources which are needed for communication. (Something like DAP from XP-sp2, virusscanners or firewalls could be the problem).
I didn't changed anything at the install notes because i didn't get the feedback,
You have it now.
Zitat:
Zitat von WernerTWC
Delete all like in the install notes, but not those reptile mentioned works? Correct?
Yep, good thing that I've backed up the orginal scripts. Copying back those 2 files did the trick.
Zitat:
Zitat von WernerTWC
I've asked around, an answer was:
Maybe the ZSpy cannot access the rescources which are needed for communication. (Something like DAP from XP-sp2, virusscanners or firewalls could be the problem).
Yep, it was the firewall, I didn't even knew the zspy program was supposed to start.
You're a life saver.
Another problem: I want to insert in a zen this ship as a normal vob. When I paste the name for it as a visual, either nothing happens (some secs the spacer is thinking, but no ship inserted), either the spacer crashes. Is the ship too big (too many polygons or something like that)?
Another problem: I want to insert in a zen this ship as a normal vob. When I paste the name for it as a visual, either nothing happens (some secs the spacer is thinking, but no ship inserted), either the spacer crashes. Is the ship too big (too many polygons or something like that)?
Yes, it's too big. This mesh has surely more than 2000 vertices, so it cannot be inserted as a vob. You need to insert it with a 3D-editor into the levelmesh or move it with a 3D-editor to the right position and insert it as a levelcompo vob (additional levelmesh).
You need the Spacer to change the transparency of textures. Open the mesh, compile it and select the texture. Behind the 3 values for the RGB-colour you find the value for transparency. 255 means "no tranparency" and 0 means "full transparency".
These function is activated by setting "AlphaFunc: BLEND" (at the water materials it's always set)
In spacer I've textured both of the planes, and still, it sometimes shows the shallow waters animation, sometimes I even manage to swim, but soon I fell to the bottom of the sea.
What could be wrong? What I did in max or what I did in Spacer?
Also, in the tut above, it said to make a plane without segmentation. So now I think the textures are too small for the those 2 polygons (huge sea). What should I change?
You have to do many segments (take a look at the original meshes).
Thanks. That did it. I can now swim. But the plot thickens. I'm back from where I've started.
What I wanted to do: Took a levelmesh (island + sea) and added the other levelmesh, with the ship. The problem was that close to the ship the water didn't worked. (In an above post I've though it was because of the water texture set to multiply, looks like that wasn't the real problem)
I've tried (with my noobish knowledge of 3dmax) to join the 2 levelmeshes.
I've moved the ship where I've wanted, exported the mesh, in game the water didn't worked close to the ship.
I though to try with levelcompo. Same thing.
I though that maybe I needed to redo the water after the 2 meshes are joined.
So, I've removed the water plane (deleted joints or something like that), added the ship, made the new water planes (now with the same amount of segments as the original levelmesh), but it works the same.
I don't know what to do anymore. The ship is in the same poly as the water where I can swim in. Does it needs even more segments?(right now 32polys)
Thanks. That did it. I can now swim. But the plot thickens. I'm back from where I've started.
It never ends.
Zitat:
I've moved the ship where I've wanted, exported the mesh, in game the water didn't worked close to the ship.
The reason could be that the ship has portals (black planes at door entrances) to make the rooms indoor.
This could help:
- move up the ship (Is the water in the hold?)
- at the original game the water is set around the ship (see attachment)
- If nothing helps - remove the portals (needs more performance because the ship has many vertices)
Zitat:
Does it needs even more segments?(right now 32polys)
Perhaps. It depends on the size. The water polys at the harbour of Khorinis are very small.
This is wrong. A plane without segments causes problems:
The character falls through the water (or even can walk on it)
The engine cannot fade out these polygons. This looks bad and causes performance problems
Performance problems because the engine cannot build ocludder polygons
Waves doesn't look good.
You have to do many segments (take a look at the original meshes).
I wrote that short tutorial and must admit I did not think about the fading and occluding. I was thinking about smaller surfaces like lakes.
However I doubt it has any effect on the performance and I did not notice any problems with walking in shallow water or swimming in deeper.
I have added your recommendation to the tutorial.
Larissa: Textures can be fit with UVW mapping or in Spacer with the texture controls (space + numpad keys).
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SunStars team, 3D Artist/Mapper
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