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Got the X-Ray SDK working...now what?

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  03:37:31  15 February 2013
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MKSchmidt
(Novice)
 
On forum: 06/11/2012
Messages: 29
Normal Maps not Working...

Okay, I figured it out already... I was supposed to copy the compiled .dds textures, not the original .tga.

So far so good, but my normal map doesn't seem to be working. Is there some way to assign it in the level editor? Or should this happen automatically? Or, perhaps, does this engine not use regular normal maps?
  03:31:52  15 February 2013
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MKSchmidt
(Novice)
 
On forum: 06/11/2012
Messages: 29
Importing custom models & textures

I was able to get my custom model, a static mesh fire hydrant, into the level editor and ito the game.

I was also able to import the textures into the level editor, and they appear to work fine in there. However, once Build and open the level in-game, the model shows up, but without any texture.

I copied the tga files from the rawdata folder to the gamedata folder, but that didn't seem to work.

Any thoughts?
  18:09:03  21 May 2010
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
if you want to spawn objects as physic obj in game, then you will need to add bones to them, otherwise it wont work in game, plus if you dont add enough bones, you will be able to go thru the objs in game (just remember the case with priboi story. if you are lucky enough, and still can download priboi, you can grab the houses from it, those were edited by us, and can be spawned easily)
  17:39:04  21 May 2010
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
Messages: 3341

---QUOTATION---
And here's another question, how do I unpack the db files from CoP? The Unpacker I used for SoC doesn't work with the CoP database files.

Once I've done that, can I import the meshes and textures from CoP into SoC?
---END QUOTATION---


use the Clear Sky Unpacker or get Don Reba's
  17:29:43  21 May 2010
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447
And here's another question, how do I unpack the db files from CoP? The Unpacker I used for SoC doesn't work with the CoP database files.

Once I've done that, can I import the meshes and textures from CoP into SoC?
  15:58:07  21 May 2010
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447
It's not as if I need to do much to a couple of levels either. All I really want to do is add some objects that can't be spawned in an alife.

So my next question is: is there a way to export the .object files from the level editor as OGF and spawn them into the game as an alife script. Pretty much what I've already done on several maps. I'd really like to add the bigger objects into the game - but without doing it from the level editor.

The other thing was moving the blue wall but I think that's only possible from Maya so I can give that a miss too.

Alternatively are there any mods that add new meshes to the game?
  13:55:21  21 May 2010
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
also if you dont care much about static lightning, you can compile on custom settings, and leave everything on max, except lower the pixel per meter to 1.0 or so. then it wont take a day to calculate lightmaps, since all is dynamic in r2 mode
  13:48:45  21 May 2010
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Robberbaron
Bangalore
(Resident)

 

 
On forum: 08/06/2009
 

Message edited by:
Robberbaron
05/21/2010 13:49:11
Messages: 614

---QUOTATION---
Compile a few days?! Are you f'ing serious?!!

I can only do this on 32bit XP, the 64bit Virtual XP on my Windows 7 rig (which does meet the hardware requirements - and then some), can't run the level editor. It errors with:

I:\xray-svn\xr_3da\HW.cpp
line 234
pD3D->CheckDeviceType (DecAdapter,DevT,fTarget,fTarget,TRUE)

With only access to the level editor on 32bit (and not a particularly great system either) and for the fact that it takes a few days to compile I think I'll be best forgetting it.

Thanks for your help anyway Robberbaron. I didn't realise level editing was that complicated.
---END QUOTATION---




As I said, if you have so powerful rig, which meets the requirements, maybe only 24-36 hours to compile Stancia2 on high quality. You can try your level modifications on draft quality, which takes only 15-20 minutes to compile.
Try to install to a separate partition a Windows XP 64, x-ray sdk works fine on this OS.
  01:35:37  21 May 2010
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803

---QUOTATION---

1. Make sure, that your new objects are included in the level sector:
Open your modified stancia 2 and choose Sector > Validate sectors. If it says: "Scene has x non associated face", you must "Remove default" sector and then "Create default" sector and done, your new objects will surely appear on the level.


---END QUOTATION---



or a simpler way.... you select the default sector, and click on "capture volume"
  00:14:07  21 May 2010
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
Funny the amount of people trying to as I like to say. "Step into the ring with Ali cause they think they can box." Haha.
  23:58:49  20 May 2010
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
 

Message edited by:
soopytwist
05/20/2010 23:59:32
Messages: 447
Compile a few days?! Are you f'ing serious?!!

I can only do this on 32bit XP, the 64bit Virtual XP on my Windows 7 rig (which does meet the hardware requirements - and then some), can't run the level editor. It errors with:

I:\xray-svn\xr_3da\HW.cpp
line 234
pD3D->CheckDeviceType (DecAdapter,DevT,fTarget,fTarget,TRUE)

With only access to the level editor on 32bit (and not a particularly great system either) and for the fact that it takes a few days to compile I think I'll be best forgetting it.

Thanks for your help anyway Robberbaron. I didn't realise level editing was that complicated.
  21:58:22  20 May 2010
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Robberbaron
Bangalore
(Resident)

 

 
On forum: 08/06/2009
 

Message edited by:
Robberbaron
05/21/2010 9:58:07
Messages: 614
I recommend you to use a 64 bit OS, and a powerful rig (minimum 8 GB ram, 3.5 ghz quad core cpu with 8 mb cache), if you want to compile stancia 2 with high settings, on 32 bit OS it will result an incorrectly builded level due to memory limitations. You can use draft settings, if you just want to test your level. (level editor > scene > options > build options > quality: choose draft and save level)

1. Make sure, that your new objects are included in the level sector:
Open your modified stancia 2 and choose Sector > Validate sectors. If it says: "Scene has x non associated face", you must "Remove default" sector and then "Create default" sector and done, your new objects will surely appear on the level.

Tutorial about sectors, hom and portals:

http://stalkerin.gameru.net/wiki/index.php/%D0%A1%D0%BE%D0%B7%D0%B4%D0%B0%D1%91%D0%BC_HOM%2C_%D0%BF%D0%BE%D1%80%D1%82%D0%B0%D0%BB%D1%8B_%D0%B8_%D1%81%D0%B5%D0%BA%D1%82%D0%BE%D1%80%D0%B0

(translate with google)

2. You have to export your modified level from level editor.
Choose Compile > Build. It will put the new stancia2 files to SDK\level_editor\gamedata\levels\l12_stancia_2 folder.

3. Remove from the SDK\level_editor\rawdata\objects\levels\ folder the l12_stancia_2 folder, or you can't run the xrLC, it will ctd without this step

4. Close all unnecessary programs, and use xrlc: xrLC -f l12_stancia_2
Forget your machine for a few days. Wait 1 or more days until stancia 2 compiles with high settings on a powerful rig.
If you choose draft settings, compilation will take only half an hour maybe one hour until it compiles.
First always compile levels with draft settings, so you can find the most basic errors on your level.

5. Copy from SDK\level_editor\gamedata\levels\l12_stancia_2 all your modified files to your mod gamedata and you are ready.
  20:53:32  20 May 2010
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447
Hasn't anyone here used the level editor?

I found out that running the xrLC.bat is required to compile the level afterward but it just says the level stancia_2 doesn't exist. Where should I put the stancia_2.level file for it to compile it? Or am I doing this totally wrong?
  21:58:54  19 May 2010
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447
Yeah, would really appreciate some help here...

I used the converter tool on l12_stancia_2 then loaded the .level file into the SDK, made some minor changes (added some objects, saved it as the same file. What do I do with it now? I can't just put into the gamedata\levels so am I supposed to convert it again, compilet it... what?
The vanilla levels have many files in the folder of the level name, all I've got is l12_stancia_2.level, somehow I don't think I can use this in its present form.

So some help would be nice guys.
  18:29:56  19 May 2010
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447
Any help with this?

I've figured out how to add and move objects around so it's just the invisible "out-of-bounds" wall I need to move but I don't how or even if its possible. And can I change the structure of buildings already on the map? Lastly, what do I do when I'm finished? Build and then simply save it as whatever.level and drop that into gamedata\levels?
  22:14:02  18 May 2010
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447
Got the X-Ray SDK working...now what?

There should be a separate forum for the SDK on the main page, rather than post this thread in here, as the SDK covers all the Stalker games. Anyway, instead of posting this in one of my other threads I thought it best to start a new one. I've set up an old PC with a fresh install of XP on it. The level editor runs like a dream, no slow down and no errors!

I've converted Rostok and Stancia_2. My intention is to move the invisible wall in the far east of Rostok where I'd like to open up the area that's out of bounds. I'm putting a level changer exit from stancia2 here so I need to add some objects to prevent the player from wondering off the edge of the level. I also need to add some objects for the player to jump on to get over the wall and into Rostok proper. the reason for this is I don't want the player going to stancia2 from Rostok, so figured making the player jump over the wall would be a great idea since you can't go back over it.

So how do I:

1. add objects and move them into place
2. delete objects (like ladders for example)
3. move the invisible walls
4. save everything and expect it all to work in OL 2.2

I'm using vanilla gamedata since OL 2.2 doesn't modify any of the levels.
 
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