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How to implement Cordon to Dark Valley transition?

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  01:49:24  20 January 2013
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Llynix
(Novice)
 
On forum: 12/19/2011
Messages: 47
How to implement Cordon to Dark Valley transition?

Hello, I have a simple question but couldn't really find an answer on the forum.

I'd like to implement a simple level transition from Cordon to the Dark Valley through the tunnel which connects the two areas in certain mods. I understand I need to remove the concrete blocks and insert a level transition, but I have no clue how to do that. Any help will be very appreciated!
  12:26:37  23 January 2013
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Llynix
(Novice)
 
On forum: 12/19/2011
Messages: 47
I guess I could check the files for vanilla and for mods which incorporate the Cordon -> Dark Valley transition, but it would be very helpful if I knew which files to check. Are transitions defined in the spawn files or somewhere else?

Any ideas?
  17:28:49  23 January 2013
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
Zone Reclamation Project


---QUOTATION---
I guess I could check the files for vanilla and for mods which incorporate the Cordon -> Dark Valley transition, but it would be very helpful if I knew which files to check. Are transitions defined in the spawn files or somewhere else?

Any ideas?
---END QUOTATION---



The ZRP patch has several such additional transition points. I suggest you download it and examine NatVac's files.
  18:45:48  23 January 2013
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Llynix
(Novice)
 
On forum: 12/19/2011
Messages: 47
Thank you for your reply.
I have also found this: http://sdk.stalker-game.com/en/index.php?title=Level_Changers.

It seems I am becoming sloppy in searching for sources on modding Stalker. Still, I hope no one will mind if I ask some questions here if I stumble upon any problems.

Cheers.
  16:41:25  24 January 2013
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Llynix
(Novice)
 
On forum: 12/19/2011
Messages: 47
Right, now that I know how to implement the level changer, I would like to get rid of the stone and metal objects that block the tunnel. I tried looking for them in the alife_l01_escape.ltx from the all.spawn but even though I can find the pseudodog that's nearby, the level changer itself and even a campfire located there, I cannot find these objects:

http://tinypic.com/r/t9tsg5/6

Anyone know which files contain such objects so that I could try and remove them?

Thanks and cheers.
  16:50:58  24 January 2013
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cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
Messages: 197
Those objects are part of level geometry,you cant remove them witheout modeling software and then you will need to recompile the map
  23:08:41  24 January 2013
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Llynix
(Novice)
 
On forum: 12/19/2011
Messages: 47

---QUOTATION---
Those objects are part of level geometry,you cant remove them witheout modeling software and then you will need to recompile the map
---END QUOTATION---



Thanks for replying. I understand that that's a lot of work?
Do I do it from the X-Ray SDK or some other software?
Which files are involved? The level.spawn?
I believe there was some mod which removed these items. If I find it, can I use some of its files for my own mod or would that require lots of code rewriting?

Cheers.
  00:10:04  25 January 2013
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Llynix
(Novice)
 
On forum: 12/19/2011
Messages: 47
I am attempting at editing the level with X-Ray SDK using this guide: http://www.moddb.com/mods/call-of-pripyat-redux/tutorials/a-guide-to-the-call-of-pripyat-sdk (I am applying it for Shadow Of Chernobyl, obviously). I will later recompile it and see if it works (this is the first time I'm delving into level-related stuff). The question remains whether replacing my old Cordon level with this newly recompiled one crash the mod or not.
  01:06:30  25 January 2013
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Llynix
(Novice)
 
On forum: 12/19/2011
 

Message edited by:
Llynix
01/25/2013 1:58:50
Messages: 47
I have converted the Vanilla l01_escape map for the use of the level editor, but when I try to open it I get a bunch of errors, such as:


!Can't find model file 'physics\decor\vedro_01.ogf'.
!Can't find model file 'physics\small_trash\doski_br_02.ogf'.
!Can't find model file 'actors\novice\green_stalker_2.ogf'.
!Can't find model file 'physics\vehicles\mi24\veh_mi24_u_01.ogf'.
 
FATAL ERROR
 
[error]Expression    : fatal error
[error]Function      : I:\xray-svn\xr_3da\ObjectAnimator.cpp
[error]File          : I:\xray-svn\xr_3da\ObjectAnimator.cpp
[error]Line          : 46
[error]Description   : <no expression>
[error]Arguments     : Can't find motion file 'helicopter\aaa.anm'.



I have no idea where this I: drive letter comes from - it seems it's some sort of path error?

If this sounds familiar to anynone here (and it probably does) I'll be grateful for any help. I can't believe that removing a couple of models from a map has to be this troublesome.

Edit: I was missing gamedata files in the X-Ray SDK folder. I've loaded the map but I can't seem to select the items I wish to remove, since the whole tunnel becomes selected instead. I can select single items all over the map but not in this cursed tunnel.

Edit: It seems that these objects are part of an entire part of the map: escape_part0398. I guess this is what cOldSnake was trying to tell me. Feel like I've wasted a couple of hours figuring this on my own. I guess I should stick to simple mod merging and stay away from level editing.
  09:06:48  25 January 2013
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
 

Message edited by:
exostalker
01/25/2013 10:41:42
Messages: 1267
I would advise to try this tutorial:

http://www.moddb.com/games/stalker/tutorials/working-on-allspawn-with-soc-level-editor

If you are using COP's material for SOC, it really might cause some problems.

EDIT: oh, and if the entire tunnel is one model, yes, it can't be taken apart unless you edit the model itself
 
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