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Using the Level Editor

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  07:24:41  15 February 2014
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---
c0ldSnake, can you add sound collision objects to other things and add logic to have them activate different sounds on collision?

I dont think so,the sound collision object is part of LOD objects,and they are part of level geometry so they cant have logic.I never tried,but i think its possible to make a invisibile LOD but the sound will be controled by game material
---END QUOTATION---


Game materials are hard-coded and can't be accessed, correct?
  07:46:09  15 February 2014
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cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
Messages: 197

---QUOTATION---

Game materials are hard-coded and can't be accessed, correct?
---END QUOTATION---



No,those files are in gamemtl.xr and you can make a new one with shader editor,but i dont know if sounds can be played in loop.For example check materials/bush in SE,witch is for LOD sound collision.And in materials pairs check materials/bush/creatures/actor.In item properties you will see a path to sound file
  13:09:18  15 February 2014
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rkr5
(Novice)
 
On forum: 09/05/2009
Messages: 41

---QUOTATION---
Go to objects/library editor and compare vanilla trees with new one to pinpoint the error.About sound colision object,its probably the problem.I never made a tree witheout it,and i didnt never have that problem.But asuming by the error log new tree have the sound colision mesh around it,but have a wrong game material asined to it.It shoud be materials/bush
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Yup, that got it, thanks.
  02:49:17  17 February 2014
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567
I use the level editor to place new spawn objects constantly. However, the level editor pulls from the SDK \gamedata folder, which has outdated textures, models, names and directory structures from my modded Stalker \gamedata.

What is the best way to update the SDK gamedata folder with the new content? I imagine this is a sensitive process and can break things easily.

For example, I want to place a makarov pm on the ground in the level editor as a spawn object. My modded Stalker\gamedata keeps the modded pm model in meshes\weapons\pistol\makarov, and the modded pm texture in textures\Weapons\pistol\makarov. The level editor pulls the pm model from weapons\pm, and the texture from texture\wpn.

If I just copy my modded gamedata over to my SDK folder, I imagine I will just break things. What is the best way to handle this? Thanks!
  20:20:49  18 February 2014
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rkr5
(Novice)
 
On forum: 09/05/2009
Messages: 41

---QUOTATION---

If I just copy my modded gamedata over to my SDK folder, I imagine I will just break things. What is the best way to handle this? Thanks!
---END QUOTATION---



Yeah, big time. Learned that the hard way.
Simply put, the game will crash as GSC handplaced objects that have been updated pop online with absolute nonsense errors.
I spent a few days fighting with this myself with an updated weapons folder (inc. meshes/textures/sounds etc), my process was pretty much:
*Go through each updated configs and make sure the $spawn lines match that of their vanilla counterparts
*Copy over everything needed to get the items in-game - configs, meshes, textures, everything
You can make sure everything is in place simply by starting up the SDK and clicking Spawn Element. No need to load a level, the log will still updated with anything missing/duplicates.
*The tedious part - Each handplaced weapon on each level needs to be updated, as the level.spawn is now using outdated information. By handplaced, I mean those items out in the open. Anything stored in a box is fine, anything NPC's are spawn with is fine.
I think, using the AK74u at the Blockpost in Cordon as an example, you might be able to simply select it, switch it to another profile like an AK74 for example, then switch if back to the AK74u profile - that should be enough to update the object, but I was more cautious about it and deleted the item entirely, and spawned a new item in its place.

That's just weapons, but I'd imagine the same process would be applied to any other configs using majorly updated information. Perhaps not though, other items don't have such technical configs.
  21:05:39  18 February 2014
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---
I think, using the AK74u at the Blockpost in Cordon as an example
---END QUOTATION---


That is so funny! I started this thread because I spent five hours fixing a blank stack trace error - the game kept crashing when you got close enough to the Blockpost to load the spawn items. The AK74u model was different in STALKER\gamedata than SDK\gamedata, so I ended up just deleting it from the Level Editor and made a new all.spawn.

It was so tedious to figure out ...but it led me to ask this question because that error is going to keep happening because many of GSC's hand-placed items are going to be replaced and updated by the LURK team.


So, to summarize, you are saying that I basically have to:

1) go over the configs for the updated items I want to add to the SDK - make sure the file structure listed in the config points to the right meshes and textures

2) add the necessary meshes and texture, and verify that the new config file points to it

3) do this for every all.spawn item (hand-placed in the world) that is being edited
  21:28:17  18 February 2014
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rkr5
(Novice)
 
On forum: 09/05/2009
Messages: 41
^That's more or less it.
I must say though, I find it far easier just to delete the item altogether and spawn a new instance of the same item in its place. No margin for error, probably the cleanest way to do. I was actually quite shocked at how few guns there are out in the open in the vanilla game.
  21:33:34  18 February 2014
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---
^That's more or less it.
I must say though, I find it far easier just to delete the item altogether and spawn a new instance of the same item in its place. No margin for error, probably the cleanest way to do. I was actually quite shocked at how few guns there are out in the open in the vanilla game.
---END QUOTATION---


Exactly. We are going to be adding significantly more stuff for that very reason.

Thanks for your help. I post here again with pictures if I need any clarifications.
  08:56:34  19 February 2014
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
 

Message edited by:
Daemonion
02/19/2014 9:08:02
Messages: 567

---QUOTATION---

No,those files are in gamemtl.xr and you can make a new one with shader editor,but i dont know if sounds can be played in loop.For example check materials/bush in SE,witch is for LOD sound collision.And in materials pairs check materials/bush/creatures/actor.In item properties you will see a path to sound file
---END QUOTATION---


Using the Shader Editor, how would I about making a new game material type called "ammo_box", attach an audio file, and apply that material type to all ammo boxes in the game?

The goal is so that when a player drops an ammo box onto the ground from their inventory, it plays a specific sound.

I am looking in the material and material pair section of the SE, and I think my answer lies somewhere in here ...

Going by the sound, it seems like many weapons have been identified as large_weapon and small_weapon material types. How are these material types applies to the items? I tried searching config and scrip files for "large_weapon" but I found nothing.

To summarize:
1) How can I create a new material? (SE > Material > Create? Dynamic or Static?)
2) How can I attach a sound to this new material/object? (SE > Material Pair > new_material > ?)
3) How can I attach this new material/object type to existing objects (example, a 9x18 ammo box)?
  09:35:35  19 February 2014
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r_populik
Senior Resident
 

 
On forum: 11/06/2011
Messages: 213

---QUOTATION---

No,those files are in gamemtl.xr and you can make a new one with shader editor,but i dont know if sounds can be played in loop.For example check materials/bush in SE,witch is for LOD sound collision.And in materials pairs check materials/bush/creatures/actor.In item properties you will see a path to sound file
Using the Shader Editor, how would I about making a new game material type called "ammo_box", attach an audio file, and apply that material type to all ammo boxes in the game?

The goal is so that when a player drops an ammo box onto the ground from their inventory, it plays a specific sound.

I am looking in the material and material pair section of the SE, and I think my answer lies somewhere in here ...

Going by the sound, it seems like many weapons have been identified as large_weapon and small_weapon material types. How are these material types applies to the items? I tried searching config and scrip files for "large_weapon" but I found nothing.

To summarize:
1) How can I create a new material? (SE > Material > Create? Dynamic or Static?)
2) How can I attach a sound to this new material/object? (SE > Material Pair > new_material > ?)
3) How can I attach this new material/object type to existing objects (example, a 9x18 ammo box)?
---END QUOTATION---



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