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Using the Level Editor

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  07:17:01  20 February 2014
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
 

Message edited by:
Daemonion
02/20/2014 8:55:05
Messages: 567
I was having trouble attaching audio to new materials using the editor (each material references every other material as a "pair" , so I just made a new material in the SE, copied the SDK's gamemtl.xr to the stalker\gamedata, decompiled it, added an audio path in each .ltx that referenced the new material, recompiled the gamemtl.xr, and it worked!

What other fun things can be done with new materials?

If a unique material is made for each armor type, can I change the actor's footstep audio based on what armor he is wearing? Or do I still have to change that through scripting?
  06:26:55  5 April 2014
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567
Sometimes, when I am working really fast, I accidentally click Compile > Build instead of Compile > Make Game. This creates some errors and I have these issues the next time I try to start up the LE:

http://i.imgur.com/ty1p9Rh.png

Does anyone know how I can fix these? Thanks!
  21:51:57  6 April 2014
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
With a bit of free time, I'm coming back to Level Editor (especially now that LA is coming out soon), to try and achieve what I couldn't previously. I do have a few questions, mostly relating to the addition of grass (details) in the levels.

I do not want to modify the existing grass on the levels, but maybe add some more patches near/on the asphalt, sticking out from place to place.

I load escape level, and of course it already has all the grass that vanilla has on it. From what I understand, the file terrain_escape_det.dds is responsible for the details (grass, leaves). So I edit it, to have some more patches of grass, in the places where there was none before.

I put it as a base texture, then in the objects list I put in detail_list.dti from rawdata folder. When I reinitialize all objects, the new patches do show up, but the grass is different, not only the different types of grass are in different places, but it's less dense. Probably because detail_list.dti isn't the same object list as used in the vanilla escape map.

So is there any way to get the default escape level values for it, or do I have to do everything by hand and edit everything, to get the closest possible result?
  14:10:42  7 April 2014
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
Okay, I thought maybe I should explain a bit more what I'm talking about. Here is how it looks just when you load the level up:

http://i.imgur.com/VncS0UV.jpg

Here is how it looks after loading the new details with the detail_list.dti located in rawdata:

http://i.imgur.com/dt9dbJE.jpg


It is obviously different, and I would like to keep the existing grass just like it is in vanilla levels. Now, if there was any way to at least look at what color indexes/grass densities/specific grass was used for that level when compiling it, that would do the trick, as I could just write it all down and then paste it all again when the new base texture is loaded.

But, there are no color indexes or certain grass/leaves information in object list when the level is loaded:

http://i.imgur.com/nRM1PYV.png

Obviously, there should be information about it, because when the level is loaded, it does have all the grass and leaves on it already. So I need all that information:

http://i.imgur.com/pD2vSQJ.png

This is what details_list.dti looks like, but as I said, it's obviously not the same as what vanilla level was compiled as. So is there any way to know the exact color indexes/grass values and everything else for that vanilla level?
  18:43:55  7 April 2014
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159
@exostalker:
Do you use converted maps?
Download my SOC SDK pack, i re-created the vanilla SOC scenes from the GSC resource pack (original map objects, partially original LE scenes, no converted stuff), maybe the details values are still the developer's values:

http://www.mediafire.com/?kgkelbtq8c41atu
http://www.mediafire.com/?d0u1j7myqbcb3g3
http://www.mediafire.com/?33xxyj3yvaiyp4i
  19:54:57  7 April 2014
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267

---QUOTATION---
@exostalker:
Do you use converted maps?
Download my SOC SDK pack, i re-created the vanilla SOC scenes from the GSC resource pack (original map objects, partially original LE scenes, no converted stuff), maybe the details values are still the developer's values:

http://www.mediafire.com/?kgkelbtq8c41atu
http://www.mediafire.com/?d0u1j7myqbcb3g3
http://www.mediafire.com/?33xxyj3yvaiyp4i
---END QUOTATION---



Oh thanks a lot, indeed it is a very helpful pack! And yes, the escape from there does have all the values, but still, like before, it seems to use the rawdata's detail_list.dti. I figured that maybe it only looks different in the SDK, so I will do what I should have tried long time ago - to compare the two in the actual game.
  21:47:04  7 April 2014
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
I've tried many times, in a lot of different ways, with different builds of xrDO, but whatever I do, when I update the level.details with the one that xrDO ran, all grass and leaves are black, unlit. Other than that it all seems okay, but just that it's all black. Any way to fix that?
  03:00:04  8 April 2014
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
What is the max. Poly count for Xray? Around 3,2 / 3,7 million right? Thanks in advance
  18:15:51  8 April 2014
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159

---QUOTATION---
I've tried many times, in a lot of different ways, with different builds of xrDO, but whatever I do, when I update the level.details with the one that xrDO ran, all grass and leaves are black, unlit. Other than that it all seems okay, but just that it's all black. Any way to fix that?
---END QUOTATION---



Try to push out the map from LE with "high" lighting quality settings (Scene->Options), then xrDO it again. It will take a while with xrLC, at least 6-7 hours.
  18:27:04  8 April 2014
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267

---QUOTATION---

Try to push out the map from LE with "high" lighting quality settings (Scene->Options), then xrDO it again. It will take a while with xrLC, at least 6-7 hours.
---END QUOTATION---



So compiling it with xrLC is necessary even when you already have all the files of the vanilla level, is that always needed when compiling with xrDO?
 
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