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New level maps for SHoC Q&A

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  19:21:02  17 August 2011
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bamah
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On forum: 02/10/2008
 

Message edited by:
bamah
08/17/2011 19:26:22
Messages: 911
New level maps for SHoC Q&A

I figured I would start a new thread for utilizing the pre-made levels created by other modders. Let's ask questions and post links here!

Here is what I have (below) as working levels.
I am using modified Autumn Aurora shaders and particles.
The weather is SWO 3.1.1 for all levels. Except for swamp_old. It needs more fog and a shorter far_plane to look ok. I'll get to that.
L01_escape
L02_garbage
L03_agroprom
L03u_agr_underground
l04_darkvalley
l04u_LabX18
L05_bar
L06_rostok
l07_military
l08_yantar
l10_radar
l11_pripyat
l12_stancia
l12_stancia_2
l12u_control_monolith
l12u_sarcofag
l08u_brainlab
atp_for_test22
peshera
puzir
aver
av_peshera
limansk
hospital
generators
warlab
red_forest
lost_village
marsh
dead_city
zaton
jupiter
pripyat
jupiter_underground
labx8
cs_agroprom_underground
predbannik
garbage_old
yantar_old
swamp_old

Now some questions.
I start in Cordon with a rain storm, then teleport. Not level change to the Lost Village. I cannot hear rain, see it, no volume. There are Nebo and exo-bandits fighting tossing grenades and using grenade launchers no issue hearing that. Anomalies work. Just the rain and thunder claps do not. Reload same thing. Fast forward time an hour of so storm noises again.
Any ideas?

Next one.
Added the newer levels to the SWO 3.1.1 level_weathers.script and I cause the script to break and have stormy weather. Comment out and fine. Granted I did not spent much time trying to fix it...yet. Anyone encounter this.

--//underground levels vanilla game
local function is_indoor(level_name)
return (level_name == "l03u_agr_underground"
or level_name == "l04u_labx18"
or level_name == "l08u_brainlab"
or level_name == "l10u_bunker"
or level_name == "l12u_sarcofag"
or level_name == "l12u_control_monolith"

--//underground levels NEW from map packs etc
--or level_name == "peshera"
--or level_name == "av_peshera"
--or level_name == "warlab"
--or level_name == "jupiter_underground"
--or level_name == "labx8"
--or level_name == "cs_agroprom_underground"
)

end

Would like to replace the road textures and bumps for the Old Swamp level. Anyone done this yet? Does it look more polished? Anyone have a more completed version of this level?

EDIT; Global map that is correct with CS Agro underground anyone?
  09:50:30  18 August 2011
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
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On forum: 06/03/2009
Messages: 1677
Do you have a download link for these maps?
  14:51:07  18 August 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911
SHoC map links

Kostya V original patch 1.0004 map pack
includes;
atp_for_test22
peshera
puzir
aver
av_peshera
limansk
hospital
generators
warlab
red_forest
lost_village
marsh
dead_city

DL link
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=126&thm_id=18625&sec_id=16&page=1


Additional maps:
zaton
jupiter
pripyat
jupiter_underground
labx8
cs_agroprom_underground
predbannik
garbage_old
yantar_old
swamp_old

DL link
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=159&thm_id=20373&sec_id=16&page=1

Some of these require a little work to appear correct.
There are a few textures missing. The all.spawn has a few minor omissions in the ways.ltx section. I fixed what I found wrong. Predbannik required a few changes to load. I will post my repaired all.spawn with my decompiler. I will also post other changes as I go.
  15:12:27  18 August 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
08/18/2011 15:16:29
Messages: 911
Map pack decompiler aka acdc.pl

This all.spawn is a test for something I'm doing, but will work to show you the levels. I moved all the original level changers of the pack around and I am adding more. Cordon will take you almost anywhere in the map pack addons.

The missing textures can be found in Lost World Requital, Wetor Mod WOS or Soljanka variants.

Some levels will not look good without custom weather and shaders.
I have made custom weather and shader for this but, can't release yet.

decompiler+my all.spawn
http://www.mediafire.com/?1av1dk2na4vs9ox

The list of alife and way files will not match as a few of the levels do not have ways created yet. I script spawn and teleport at the moment.
Below is an example of mine. You can create blank files of the missing ways as place holders I believe without an compiling errors.

[header]
; don't touch these

version = 8
guid = ed920efd4eab6f49b4b7602ac5872db9
graph_guid = e2feb4abdebd3643ac81f3fe66284cba
level_count = 41

[alife]
source_files = <<END
alife_atp_for_test22.ltx,
alife_av_peshera.ltx,
alife_aver.ltx,
alife_cs_agroprom_underground.ltx,
alife_dead_city.ltx,
alife_garbage_old.ltx,
alife_generators.ltx,
alife_hospital.ltx,
alife_jupiter.ltx,
alife_jupiter_underground.ltx,
alife_l01_escape.ltx,
alife_l02_garbage.ltx,
alife_l03_agroprom.ltx,
alife_l03u_agr_underground.ltx,
alife_l04_darkvalley.ltx,
alife_l04u_labx18.ltx,
alife_l05_bar.ltx,
alife_l06_rostok.ltx,
alife_l07_military.ltx,
alife_l08_yantar.ltx,
alife_l08u_brainlab.ltx,
alife_l10_radar.ltx,
alife_l10u_bunker.ltx,
alife_l11_pripyat.ltx,
alife_l12_stancia.ltx,
alife_l12_stancia_2.ltx,
alife_l12u_control_monolith.ltx,
alife_l12u_sarcofag.ltx,
alife_labx8.ltx,
alife_limansk.ltx,
alife_lost_village.ltx,
alife_marsh.ltx,
alife_peshera.ltx,
alife_predbannik.ltx,
alife_pripyat.ltx,
alife_puzir.ltx,
alife_red_forest.ltx,
alife_warlab.ltx,
alife_yantar_old.ltx,
alife_zaton.ltx
END

[af_spawn_slots]
binary_files = section2.bin

[way]
source_files = <<END
way_atp_for_test22.ltx,
way_av_peshera.ltx,
way_aver.ltx,
way_generators.ltx,
way_hospital.ltx,
way_l01_escape.ltx,
way_l02_garbage.ltx,
way_l03_agroprom.ltx,
way_l03u_agr_underground.ltx,
way_l04_darkvalley.ltx,
way_l04u_labx18.ltx,
way_l05_bar.ltx,
way_l06_rostok.ltx,
way_l07_military.ltx,
way_l08_yantar.ltx,
way_l08u_brainlab.ltx,
way_l10_radar.ltx,
way_l10u_bunker.ltx,
way_l11_pripyat.ltx,
way_l12_stancia.ltx,
way_l12_stancia_2.ltx,
way_l12u_control_monolith.ltx,
way_l12u_sarcofag.ltx,
way_limansk.ltx,
way_lost_village.ltx,
way_marsh.ltx,
way_peshera.ltx,
way_predbannik.ltx,
way_pripyat.ltx,
way_puzir.ltx,
way_red_forest.ltx,
way_warlab.ltx
END

edit; forgot-you cannot create blank files as a space holder they will not be created as they have hold no data.
  17:31:46  18 August 2011
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
Messages: 1072
Hmm, going to take a look at some of the old build locations, might be able to swap some of them out for maps in my COP mod, just to liven things up. As a question, how pre-setup are they? Are the level parts in serious need of correcting at all (compiler/shader/game mtl settings via the library editor in the SDK's)?
  01:08:05  9 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hello bamah,

Please, could you upload your all.spawn?

Your link isn't open : "This file is currently set to private. "

Thk
  11:15:37  9 November 2011
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Bangalore
Robberbaron
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On forum: 02/17/2008
Messages: 1154
Anyone tried the russian 1.0008 (not official) patch by macron?
It contains 78 levels, mostly multiplayer, but if someone seeks levels for an own mod, this patch is your golden mine:

https://www.gsc-game.com/russian/index.php?t=community&s=forums&s_game_type=xr&thm_page=2&thm_id=13649&sec_id=14

Level converter and level editor is needed, make ai map, graph and go.
  12:55:09  12 November 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
11/13/2011 23:31:32
Messages: 1975
Hello

I test this link :

https://www.gsc-game.com/russian/index.php?t=community&s=forums&s_game_type=xr&thm_page=2&thm_id=13649&sec_id=14

Incredible!(but true... )

I recovered the archive fast enough anyway.

Here are incredible and exclusive maps!

Look in the video to 2 min 30 s, the antenna 3 DUGA as ever do in the game (you guessed right in the Clearsky)

http://www.youtube.com/watch?feature=player_detailpage&v=x270OasQTFA

So I have managed to start the installation with a game in 1004 in Russian

http://i.imgur.com/HHgc3.jpg

Some pictures of this wonderful patch!
(Sorry maybe the order is not correct).

http://i.imgur.com/Hcm36.jpg
http://i.imgur.com/XQ580.jpg
http://i.imgur.com/Q5tNQ.jpg

We can be set to launch a bunch of parameters at start:

brightness,saturation,walls,water,crosshairs,anomalies,memory,sound,fontsize...

http://i.imgur.com/DJMEo.jpg
http://i.imgur.com/XAXHR.jpg
http://i.imgur.com/7j9VS.jpg
http://i.imgur.com/OjcEe.jpg
http://i.imgur.com/GMOmW.jpg
http://i.imgur.com/MoROb.jpg
http://i.imgur.com/VX1cJ.jpg


http://i.imgur.com/ZXs3o.jpg
http://i.imgur.com/HuLCO.jpg
http://i.imgur.com/LDGLO.jpg
http://i.imgur.com/KDIgE.jpg
http://i.imgur.com/O0ELC.jpg
http://i.imgur.com/ULJOV.jpg
http://i.imgur.com/JQSNa.jpg
http://i.imgur.com/KJbCA.jpg
http://i.imgur.com/TCzmO.jpg
http://i.imgur.com/2cbDT.jpg
http://i.imgur.com/MFvAw.jpg
http://i.imgur.com/23nCe.jpg
http://i.imgur.com/REe3e.jpg


And then actually a menu to select more than 70 maps! (78 to be exact)


But it would be really good to decompress the .db_ of the the game (18 GB of data!) and I tested for the moment the four UnPACKer in my possession for SoC, nothing to do for now .

EDIT 14\11:

It's good,all gamedata.db_are unpacked.
Bamah and Bangalore, thank you soo much for your help!!Wonderfull!!



This is the state of this wonderful patch that includes all existing maps we dream or expect for SoC:

List of maps :

1. Plant "Agroprom" (testers_mp_agroprom)
2. ATP (testers_mp_atp)
3. Bath (testers_mp_bath)
4. Dark Valley (testers_mp_darkvalley)
5. Factory "Yantar" (testers_mp_factory)
6. Deserted Village (testers_mp_lost_village)
7. Military warehouses (testers_mp_military_1)
8. The village of bloodsuckers (testers_mp_military_2)
9. Swimming pool (testers_mp_pool)
10. M / A station (testers_mp_railroad)
11. The plant "Sprout" (testers_mp_rostok)
12. Abandoned factory (testers_mp_workshop)
13. Cordon (l01_escape)
14. Big dump (l02_garbage)
15. SRI Agroprom (l03_agroprom)
16. Dungeon agricultural industry (l03u_agr_underground)
17. Valley (l04_darkvalley)
18. Lab X18 (l04u_labx18)
19. Bar (l05_bar)
20. Wild territory (l06_rostok)
21. Army depots (l07_military)
22. Amber (l08_yantar)
23. Lab X16 (l08u_brainlab)
24. Dead City (l09_deadcity)
25. Radar (l10_radar)
26. Lab X10 (l10u_bunker)
27. Western Pripyat (l11_pripyat)
28. NPP-1 (l12_stancia)
29. Chernobyl-2 (l12_stancia_2)
30. Management Monolith (l12u_control_monolith)
31. Sarcophagus (l12u_sarcofag)
32. Marshes (marsh)
33. Arena (mp_arena)
34. Bus Station (mp_autostation)
35. Bus (mp_autostationz)
36. Cement plant (mp_cement)
37. Warehouse containers (mp_close_combat)
38. First Five-Year Plan (mp_construction)
39. Base Clear Sky (mp_cs_base)
40. Hornet's nest (mp_depository)
41. Small factory in 1154 (mp_escape_1154)
42. Fire Station (mp_firestation)
43. Most pozharka (mp_firestationz)
44. The new dump (mp_garbage)
45. Hospital (mp_hospital)
46. Boiler House (mp_industrial)
47. Factory "Jupiter" (mp_jupiter)
48. Dungeons Yupitera (mp_jupiter_underground)
49. K.r.e.p.o.s.t.. (Mp_krepost)
50. Limansk (mp_limansk)
51. LongShot (mp_longshot)
52. Bridge (mp_most)
53. "Object 13" (mp_object13)
54. Cleaner (mp_ochistitel)
55. The Cave (mp_peshera)
56. Submarine (mp_podlodka)
57. Subway (mp_podzemka)
58. Polygon (mp_poligon)
59. Port (mp_port)
60. New Pripyat (mp_pripyat)
61. Repair facility (mp_rembasa)
62. Radar arch-1 (mp_rls_duga1)
63. "The Word" (mp_slovo)
64. Sporivny Center (mp_sport_center)
65. The stadium "Avangard" (mp_stadium)
66. Station in the mountains (mp_stancia_v_gorah)
67. Product Express (mp_station)
68. Cemetery Technology (mp_technics_cemetry)
69. Training camp (mp_training_camp)
70. Red Forest (red_forest)
71. The old dump (testers_mp_garbage)
72. Old Pripyat (testers_mp_prypiat)
73. Darkskeyp (z01_darkscape)
74. Market (z03_rinok)
75. Creek (zaton)
76. Vicinity of Jupiter (zp_jupiter)
77. East of Pripyat (zp_pripyat)
78. Misty warehouses (zz_fog_net)
  12:37:49  22 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
12/22/2011 13:05:24
Messages: 1975
Hello

I managed to install and operate this wonderfull mod MP.

Now ,what I would is learn how to convert a standard MP solo (the map DUGA for exemple), and after attach it to a level of vanilla game.

My objective would be be to learn launch a vanilla game with only two levels data (just with these two maps even empty of life and spawn).

So I have a correct installation of the SDK with the tools with good path and .ltx.
I can open every map of the game without any errors.

I have in the level editor/gamedata unpacked all files of game vanilla and the level files for Duga.

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

So I read on the wiki it was first necessary to remove all ai in the Duga map files and first problem :how can do it exactly?

Thank you soo much and infinitly to help me a little, please,since one month now i turn in circle and it's not easy for me!
  10:04:36  26 December 2011
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_dAVROs_
(Senior)
 
On forum: 08/03/2010
Messages: 116
Install info

@olivius74
Certainly nice to see all these maps in one place.
What extractor tool did you use and .ini/dat/cmd changes to get it to run properly.

Could you post "how to install and use" details so Non Russian gamers can have a go with this.
  11:15:52  26 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
12/26/2011 16:39:14
Messages: 1975
Install on a russian SoC without difficulty.

But all in russian,it's a little "funny" to play!

So ,as rightly said Bangalore, the value of this pack would be to use some (awesome) map in solo.
I study some russian tutorials for converting MP maps> Solo, but they are not very explicit!

So Bangalore said :"This patch is your golden mine...Level converter and level editor is needed, make ai map, graph and go."

Not so easy for me!!
Before we need to remove all ai points but even with the all multimap gamedata unpacked in the level editor i can't do it this first work properly!

Can someone tell us any information on the right path for this first work?



And to unpack all the map ,Bamah and Bangalore send me a really great tool (thank to them!):

http://www.mediafire.com/?ddalkxowz965a1u

and I use the command line on the 16 .db? files :

STALKER_Data_Unpacker_RU.exe <gamedata.db?>

But it is true that this pack contains real wonders of maps!!
I chose the Duga map because it is truly remarquable, small and not top heavy for testing (200Mo)
I will share any files you may require and if you want to try to convert any map you want.

Cheers
(all your wonderfull works on DMX's files ! )


Edit : is someone can help me on this error :

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

What can be the causes of such error ?
Do I first (in SDK),clear ai map ,then make ai map?
  19:56:51  26 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
12/28/2011 1:12:17
Messages: 1154
1. For a single player game remove multiplayer things in level editor first. You will need an ai map (online ai) and graph points (offline ai).

How to generate ai map?

http://sdk.stalker-game.com/en/index.php?title=AI_Map_Creating

You can add graph points in level editor, it's under Spawn element/spawns/ai menu.

If you wanna know, how many graph points needed, and in what density, watch a vanilla stalker map in level editor for example. For Duga2 maybe 100-150 is enough.

2. But the generated ai map may have errors. First time you have to make a full Build (Compile > Build), to have a build.prj. Later, when you fix the ai map, it's enough only export the ai map from level editor: Compile menu > Make AI-map

3. Download and use this xrAI tool instead of aiwrapper, it's more compatible with vanilla SOC:

http://stalkerin.gameru.net/modules.php?name=Downloads&d_op=getit&lid=376

4. Make a bat file, with this command, to make a draft ai map:

@start bins\compiler_ai\xrAI.exe -draft -f yourlevel

yourlevel = map folder name from SDK\level_editor\gamedata\levels\...

5. Check your ai maps connectivity:

@start bins\compiler_ai\xrAI.exe -verify yourlevel

If the ai map is invalid, look into xrAI log, in SDK\level_editor\logs folder, search the designated coordinates in level editor and fix the ai map errors. Repeat step 2-5. until your ai map will be valid.

6. If your ai map is valid, make a build.cform file for the sake of the final ai map:
Save your scene as draft quality map (Scene>Options>Build options).
Then Compile > Build (attention, it erases the SDK\level_editor\gamedata\levels\yourlevel folder, so backup your files).
Exit LE and use xrLC (or xrLC fixxed, if the map has invalid faces).

@start bins\compiler\xrLC.exe -f yourlevel

7. Make the final ai map with covers:

@start bins\compiler_ai\xrAI.exe -f yourlevel

8. Edit your SDK\level_editor\gamedata\config\game_levels.ltx file, clear the file, and register only your levels. Open the maps in level editor, and connect them for the spawn of the ai guys (npc, monster) with exit points.

How to connect levels? See the "Deep learn" section in this tutorial:

http://sdk.stalker-game.com/en/index.php?title=AI_Map_Compiling

Open yourlevel1, and choose a graph point, and connect it with another levels graph point, and do it with yourlevel2 too.

9. Connect your levels with level changers too, for the actor, to change levels. Place an actor on one of the levels too, there you begin the game. Then Compile>Make Game with both levels (produces many files, for example level.spawn).

10. Make level.graph-s:
@start bins\compiler_ai\xrAI.exe -g yourlevel1
@start bins\compiler_ai\xrAI.exe -g yourlevel2

11. Make game.graph (uses the edited game_levels.ltx):

@start bins\compiler_ai\xrAI.exe -m

12. Make all.spawn:

@start bins\compiler_ai\xrAI.exe -no_separator_check -noverbose -s

13. Collect your mods gamedata files from SDK gamedata, and play the maps.
If you did it well, for a single player game you get with xrAI (and must have the following files in the mods gamedata):
- level.ai (the ai map itself)
- level.game (waypoints)
- level.gct (level graph cross table)
- level.graph (offline ai)
- level.spawn (what you spawned on the map)
- level.gct.raw (raw form of the level graph cross table)

... and you can use these files from the original gamedata\levels\..., which create the graphical/audio environment of the game:
- meshes and terrain folder
- build_details.dds
- level file (without extension)
- level.cform
- level.details
- level.geom
- level.geomx
- level.hom
- level.som
- level.ltx
- level.ps_static
- level.snd_static
- level.wallmarks
- level_lods.dds
- lmap#.....dds files
etc....
  20:57:49  26 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Good evening!

Wow ,thank you so much ,Sir!

I will learn with many attention all your message all night long (by chance it's holiday for me!)

really thank you,now the different step to follow are clear and with a lot of explications!

Thank you very sincerely and if I can help you for anything I'd be happy to help you or upload any files or level you want ,tell me!

You make me so happy because with all differents tutos i read,i was lost!!
I hope I get to through the various stages, it would be so great to get there and to share that level is really great in MP!
But it could be as great solo, along with pertinent spawn!
thank you!!

Best regard, Sir!

http://uppix.net/2/3/d/92be5df3c35a1e88df9b98df28acd.gif
http://uppix.net/c/b/9/adb2f3e408c73054858041d65102a.gif
  23:41:55  26 December 2011
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Bangalore
Robberbaron
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On forum: 02/17/2008
Messages: 1154
Good luck, i made some changes in my post to make it more clear.
  13:30:21  27 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Hello

So I thing I managed to remove all MP parameters in the map:
In Edit mode,Spawn element,no trace of the 3 MP style games

$rpoint (Edit Mode -> Spawn Element -> $rpoint)
no trace of TeamDeathMatch or Artefact hunt or any mp game.

Only stay artefacts,devices,monsters,respawn,weapons.
I don't know for the respawn
(I have 6 lines :factory, ni,bandit 1 et 2 for each).

Must I all clear or I can stay it ?

Now,I try the ai maip,I have errors but i think is ok,i must do it again.

In step 3 when we must select all the things,there is not a function 'select all' like Ctrl+A?
We must manually select one by one all the object we want?

I select also the fences.
Put an AI node,add ,left arrow .
then Generate Full.

Not good for this time,but I Continue the work and test
again and again.

But above all, thank you for your invaluable help Bangalore, I no longer despair of reaching out for something positive and continue to move forward and learn this mad tool name SDK !

Have a good day !
  20:30:11  27 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1154

---QUOTATION---
Only stay artefacts,devices,monsters,respawn,weapons.
I don't know for the respawn
(I have 6 lines :factory, ni,bandit 1 et 2 for each).

Must I all clear or I can stay it ?


In step 3 when we must select all the things,there is not a function 'select all' like Ctrl+A?
We must manually select one by one all the object we want?


---END QUOTATION---



Delete the respawn, the rest can stay in a single player game.

For the ai map, select all object in the scene, because you want to take into account all object for the ai collision modell. Selection menu > Select all or you can define new keyboard combinations like Ctrl+A in the Preferences > Keyboard> shortcuts menu,
  22:16:17  27 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
12/27/2011 22:17:24
Messages: 1975
Thank's!

It's ok!I build my first ai map correctly i think,patiently and with application!
And have a build.aimap .

http://i.imgur.com/gI1o4.jpg
http://i.imgur.com/khuho.jpg
http://i.imgur.com/jncJS.jpg

So now ,i will see if this ai map is good with the xrAitool .

Cheers to you!
  01:02:25  28 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
12/28/2011 1:03:07
Messages: 1975
New error with the xrAi

the command line

@start bins\compiler_ai\xrAI.exe -draft -f mp_rls_duga1
pause

ok launch the compiler but after 20s :error

So I retry a new manip to create the ai.map,sdk say ok (again)
but new fails :

http://i.imgur.com/W9BQc.jpg

I dont'know build.prj ?
  01:10:51  28 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
12/28/2011 1:12:49
Messages: 1154

---QUOTATION---
New error with the xrAi

the command line

@start bins\compiler_ai\xrAI.exe -draft -f mp_rls_duga1
pause

ok launch the compiler but after 20s :error

So I retry a new manip to create the ai.map,sdk say ok (again)
but new fails :

http://i.imgur.com/W9BQc.jpg

I dont'know build.prj ?
---END QUOTATION---



Yep, sorry, i forgot this. You must Compile > Build the map first, but this deletes the original folder, so make a backup. Edited my post, step 2 changed.
  13:51:34  28 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
12/28/2011 14:16:54
Messages: 1975
Hello

Many thank's for the précision.
So I restart all : (re-unpacked the all gamedata because with all test i make, it was "dead" and now , I have a good save of it).
Convert level,perfect no errors.
Remove MP and respawns.
Compile build : ok

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

don't know Process Wallmark?

then made the ai map,all object,fences,ai node
generate full,make ai map : ok

http://i.imgur.com/4jDyT.jpg

Then

1 the xrai draft : ok

http://imgur.com/FaOCr

2 verify: ok

http://i.imgur.com/Q3u3M.jpg

and now .... go to eat !
to continue this long way in the better condition step 6!

but I go through with your always valuable advice and thank you very very much for that.

Good afternoon!
  15:01:27  28 December 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
12/29/2011 0:06:26
Messages: 1154

---QUOTATION---
2 verify: ok

http://i.imgur.com/Q3u3M.jpg

---END QUOTATION---



Don't bother with wallmarks, those are level decorations, bullet hits, ash, blood, rust etc., not needed for every map.

The ai map verify isn't okay, your map is invalid yet.

Some hint for ai map corrections:
- select all ai node, and search in the Link commands menu the + sign (arrow points to every 4 direction) and press it few times: it forces the neighbouring nodes to connect with each other

- still Link commands menu: choose Select 0-Link: this selects ALL ai nodes without connection (red coloured square), and delete them, you don't need them

- in the xrAI log you can see important info: AI-map is NOT valid "Node 0 (coordinates) cannot be reached from the node 172 (coordinates)" - open the map in level editor, and search these two coordinates, you have errors at one of the designated coordinates. The node is doubled or has no connection to the neighbouring nodes. Some nodes has no connections to the map (you have an ai map island), and this makes the ai map invalid
  17:01:12  28 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Oh thank you very much again for the indication!
I saw congratulations,and I was thinking it was not ...serious.

So before to go any further I again have to make good ai map.
so I build again with a new level clean (saved)
Now ai map in green:

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

draft good

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

but always the same error :
http://imgur.com/PGUzv

So my problem now to learn :I can't have smooth nodes and force them to connect together.
I will re study the manipulations involved with the keys.
(select 0 link,the arrow,it seems a very long procedure?I'm not on my good pc,and it freeze,so need to reboot and retest).

And I can not find the node that stuck
(to use the method of correction you say)
open the map in level editor, and search these two coordinates

Can we go directly to a point where we know the coordinates?
I just see down and right screen some coordinate,but can I go directly to the node problem?

Excuse me again "my Jedi master," I'm only a "Padawan" without big experience!
but I would so learn to do it correctlyl!

thank's again!
  18:45:35  28 December 2011
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
12/28/2011 18:46:52
Messages: 421
@Bangalore! Thanks! You're our savior!

I love your explanation step by step. Really.

@Oliv', yes we can! Add DUGA map to the smp.
  19:16:17  28 December 2011
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1975
Thank's Borovos!

But long and hard is the way!

I'm stuck on things that should be simple, but not so obvious!
I do not know yet how to create correctly without errors this aimap and more precisely how to remove these nodes mistakes!

I try to see and understand how.

Bangalore,never before we have had as clear explanations, so it's so great to shared for all of us!
Now we must do...

Thank you
  19:33:28  28 December 2011
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Bangalore
Robberbaron
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On forum: 02/17/2008
 

Message edited by:
Bangalore
12/28/2011 19:38:53
Messages: 1154
You don't have to start the ai map generating again. The level editor is just a "dumb" tool, it can't create for you a perfect ai map. Every time you generate a new ai map, you have to fix the errors with hand-work to make it valid.

Here is a typical error:

http://i43.tinypic.com/11qtgnp.jpg

The ai node is doubled, because the level editor sometimes fails when generates ai map nodes near elevations. You have to delete one of the ai nodes (the above or the lower), and the error is fixed.
  21:46:14  28 December 2011
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olivius74
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On forum: 11/19/2010
Messages: 1975
Thank's, I understant a little bit more!

So I have to manually remove all errors?

But to do this ,I have to fly over all the map in detail?
Because when I click on select 0-link, I do not see any marked in red!
I probably have to be close to the ground and fly over the whole map?
In buildings also.

Another think concern the nodes:
I see everything in red but I can select the select 0-link

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

but when I click on object, the colors are ok but I can't access to the select 0-link. to see bad nodes.
Difficult,but I must understand how to do it!

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

So it can be infinitly long to search the bad case,i try smoothed but always errors.
  22:14:06  28 December 2011
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Bangalore
Robberbaron
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On forum: 02/17/2008
 

Message edited by:
Bangalore
12/28/2011 22:15:46
Messages: 1154

---QUOTATION---

But to do this ,I have to fly over all the map in detail?
Because when I click on select 0-link, I do not see any marked in red!
I probably have to be close to the ground and fly over the whole map?
In buildings also.
---END QUOTATION---



No, that would be impossible. Every time you read an error from the log, jump back to level editor, fix the error, then Make AI map, then xrAI draft ai map, and xrAI verify ai map again. Then look into log again, and fix the next error in editor, make ai map, xrAI...

The red what you are talking about is the snap list marking, you can turn it off or on with pressing Enable/Show snap list.

The nodes what i'm talking about are the grey squares (if you select them they become white) with different number of arrows (showing the connections to the neighbouring nodes). The 1-link nodes have green borders, 2-link nodes have blue borders, 3-link nodes have orange borders, 4-link nodes are grey squares. The 0-link nodes have no arrows (no connections), they are just plain red squares.

The Select 0-link trick is simple, don't search for them. Just hit the button, and below in the grey area you'll see this: Sel: 0 (or some other number) which shows how many 0-nodes you selected, then hit Delete button, and you get rid of 0-connection nodes.
  23:48:27  28 December 2011
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olivius74
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On forum: 11/19/2010
Messages: 1975


Thank you so much ,Sir!

You 're a master of SDK because you explain so well!!

I understand!An correct a first error!
the number has changed.

You are a wonderfull teacher of the SDK!

Now ,since three days on SDK, i'm a little tired,but i think tomorrow morning,i can be able to have a good ai map.

and this with your incredible help.
What patience you have, I was a little embarrassed to bored you with my beginners questions and affraid ...you leave!

I don't know how to thank you, for all the help and explanations!

So next step tomorrow!
Good night

Well cordialy

http://uppix.net/5/0/e/d96ff744cc749ce303ec3abe2b5b0.gif
  14:12:16  29 December 2011
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olivius74
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On forum: 11/19/2010
Messages: 1975
Hello
I start to create new ai map again from the beginning to understand well all the commands.

I selected all the objects in the map,the fences .
http://i.imgur.com/MRYnF.jpg

Then choose a node,generate full,compile map
Then select boxes,select all nodes with "ctrl + a" ,then smooth .
Then click on the middle cross (+) I-node image, and wait.
All seem working good ,I see the different color on the square

http://i.imgur.com/8lwYA.jpg

But it's just a test to understand all the commands and fonction.
I have not node on all the map.
Just where I put the red square on the ground (manip add,symbole arrow,add ,clic ground>red square ok)

So I have a new question yet.
How cover all the map with nodes?

Do I have to calculate precisely where I put the red square on the ground (to avoid overlapping) or can I put many red square around, just to cover the entire map?

Thank's again,excuse my limited english to tell the problem!
I hope it's understandable
  16:20:11  29 December 2011
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Bangalore
Robberbaron
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On forum: 02/17/2008
 

Message edited by:
Bangalore
12/29/2011 16:34:43
Messages: 1154

---QUOTATION---
So I have a new question yet.
How cover all the map with nodes?

Do I have to calculate precisely where I put the red square on the ground (to avoid overlapping) or can I put many red square around, just to cover the entire map?

Thank's again,excuse my limited english to tell the problem!
I hope it's understandable
---END QUOTATION---



Hey

In this picture you can see a big blue texture with barbed wire fence and footprints:

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

This is a fake collision texture and it prevents the actor to leave this area, so this is the border of the map. Because you don't want to spawn outside of this texture (and this texture doesn't prevent the ai movement, because they move exclusively on the ai map), don't make ai map outside of this fence. The level editor's ai map generator also stops at this texture, that's why you find nodes only within the fence (if you started the ai map generating within the fence).

If you started to generate ai nodes outside of the fence, you should delete them from outside, it can be annoying, if you can't reach a monster/npc later in the game...
  00:26:42  30 December 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hello Bangalore,

Now, i'm trying to add the red_drawbar_location (by OGSE team) to the stalker map pack. I delete actor on it and make game without problem.
Of course, i edited my game_levels.ltx.

So, i test your step 11:

---QUOTATION---
11. Make game.graph (uses the edited game_levels.ltx):

@start bins\compiler_ai\xrAI.exe -m
---END QUOTATION---



The xrai.exe crash with this log:
...
level 38 jupiter_underground

FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : .\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'campfire'


stack trace:

0023:1003DF69 xrCore.dll, EFS_Utils: FS_Utils()
0023:1008AE58 xrCore.dll, CStreamReader::`vftable'()
0023:1008AE00 xrCore.dll, CStreamReader::`vftable'()


I don't understand, it's cause by stalker map pack levels.
For information, i didn't make new level.graph for this level.

Have you an idea about this crash? And how correct it?

And another question, can i delete "no single player level" of my game_levels.ltx?
Level100 to level 169 (as monster_tests or ai_tests...)

Regards
Borovos
  00:27:50  30 December 2011
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olivius74
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On forum: 11/19/2010
Messages: 1975
Thank's again,yes now ,only with selected object in the good perimeters it's fine.Great!
but not still win for aimap correct!

My fourth try for today looked impeccable ,nothing outside the fences, everything we need selected, and always verify errors with xrAI(despite smoothing, and arrows for connections ok)
I correct errors i can see.And new error...
It seems that is a very very long procedure!
I must be patient!

Well another question please: how can we optimize the SDK?

I load a level yet small enough (map Duga), from 20 fps at the beginning and I (less than ten minutes) I get 4 or 5 fps!

I find it very difficult to select an object, move or zoom...
It should be a deadline for the selection is made, not to mention that the min error,all turns red ,it's terrible!

It would take at least 20 im / s stable and regular.

I lower the rendder (75%), the resolution ,but would you have any other suggestions?
(No changing PC which is expected but not immediately!)

SoC runs very well, however, more than 50 fps.
Here with the SDK it'very hard to have 20 im/s and just a little time!

Thank you again for your always precious advice!
  09:27:26  30 December 2011
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Bangalore
Robberbaron
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On forum: 02/17/2008
Messages: 1154
@Borovos

I have not much idea, maybe something (a section) is missing from your sdk\gamedata\config folder, what is present in jupiter ug level spawn.

About sdk\gamedata\config\game_levels.ltx: you should delete everything from that file, and register only the levels, what you have in your map pack (vanilla+your new levels i think). Those garbage map sections in the file are just gsc test levels, cutout levels etc. you dont need them.

@Olivius: if you just fix the ai map, you can hide everything else, for example Spawn element (Tools/Visibility>Hide all), Detail objects (in Tools/Properties menu), or even Objects, Sectors, Portals etc. so you gain much fps, and you can see more clearly the ai map errors. Although if you add new ai nodes, you need to unhide the static object meshes.
  13:24:58  30 December 2011
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
12/30/2011 20:18:02
Messages: 1975
I can't count the Big Thanks that I own you!
Thank you! Cool! Easier now!

When I converted the file level ,I have a file level.ltx
(in I: \ X-Ray SDK 04 \ level_editor \ gamedata \ Levels \ mp_rls_duga1)which contains the characteristics of the MP level


---QUOTATION---
; Level script file
[map_usage]
artefacthunt
teamdeathmatch
deathmatch

[artefacthunt_game_anomaly_sets]
Standing = a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, f1
[teamdeathmatch_game_anomaly_sets]
Standing = a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, f1
[deathmatch_game_anomaly_sets]
Standing = a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, f1
---END QUOTATION---



Can I leave completely empty this file or should be reported (but how?) that I want a solo game level ?

I'm right if I leave the file, but empty?


I still have many problems concerns the selection of object for aimap
This map contains a lot of objects to m2!

When I selected objects,they become red (very brighness ,bright red on the screen) but only if I turn on snaplist?
And if snaplist is disabled, I can't see in red the objects that I try to select.It's normal?

http://i.imgur.com/88b2k.jpg

http://i.imgur.com/DST2z.jpg


End last question (for 2011 ! I think) ,how can I select properly the blue no fences?

By clicking on the blue it does not matter, I saw at the base,some "plates"?, but it seems that they never be selected.
How to ensure that barriers have been selected?

I reset all parameters of the sdk to initial, but i can't have the whole map (between the fences) with ai nodes.
I try different visibity (object,ai map to select correctly the needed object but ...hard!
  15:51:21  31 December 2011
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Bangalore
Robberbaron
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On forum: 02/17/2008
Messages: 1154
level.ltx: delete mp garbage, usually ; level script file is fine

If you select the blue fences, they simply don't look red, but still selected.
You don't need to turn on Show/Enable snaplist, it only turn on the red coverage, and doesn't affect selection.

Mabe you have a hole on the fence, and the ai map generator goes outside of the fence. In this case you have to delete the ai nodes from outside with hand work.
  23:04:54  31 December 2011
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olivius74
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On forum: 11/19/2010
Messages: 1975
Bangalore ,thank you ,thank you very much for all your help provided,tips and advices,encouragments,it's true that access to these wonderful programs is still not easy at first!
But I feel that with your help ,we can succeed! So Great!

I think I have a lot of things to study still and to test now, but I'm in the right direction!
Thank you again for everything you gave us!
It's amazing and so wonderful! I am deeply grateful.

And generally I would also like to thank all the great people who help so much on this wonderful forum GSC
-I could not cited all of course, and there is so many people with I shared so many messages ,now!
Thoughts for you Bangalore, Bamah, Borovos, Daviderett, Mnn, Fluffy, Loner, Trojanuch, Ntex,Cromm Cruac, Smoq2, Spartan ,Pseudostomp all guys on SGM topics and I forget .... do not be angry!I think to all stalkers here!

And it's so great to talk a little and to share about our favorite subjects!

I wish you all a wonderful New Year 2012 and all my wishes for all your fantastic mods that you make and us dream!

The year 2012 will be great concern the modding of the Stalker's gamell!
Big thank you to you ,recognition, respect and admiration!

Happy New Year and good health to you good Stalkers!!!

http://i.imgur.com/GNDBM.gif
  09:53:00  2 January 2012
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Bangalore
Robberbaron
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On forum: 02/17/2008
Messages: 1154
Happy New Year, Stalkers!
I hope it will be rich in good mods, and i can finish mine.
  13:35:08  7 January 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
01/07/2012 13:37:40
Messages: 1975
Hello

Oh yes ,Bangalore,I wish you the best and a complete success for your wonderful work!You're a wonderfull master of the SDK,and you help us it's very fantastic!

For me,after much time spent on the SDK ,so many hours...and a lot of disappointments, finally oh absolute joy!

Step of AI Map is successfully completed!

It’s my friend Borovos who make the first a good AI Map, so would like to thank you him enormously and congratulate him because he kindly help me in this task! In any sincerely thank, and so with this great work together, we can continue to move forward and continue this great and inedit adventure ,for us!

So,that is our first little victory :

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

http://i.imgur.com/xBV4U.jpg


Now step 6 :make a build.cform

Scene>Options>Build options
Draft quality

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

as you can see in the screen nothing under custom data ,so I think it’s good for level.ltx(no MP charactéristics)


Build ok,but still two errors:

Two lines red in the log :

1 Object 'levels\mp_rls_duga1\mp_rls_duga1_default' - 'Sector_DEFAULT#0000Shape' has 103 invalid face(s). Removed.
2 Process Wallmark - failed.

However,I try the xrlc with

@start bins\compiler\xrLC.exe -f mp_rls_duga1
pause

But Crash :

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

I found this in the log :

Expression : assertion failed
Function : b_BuildTexture::Vflip
File : d:\xray-svn\xrlc\build.h
Line : 30
Description : pSurface

So excuse me again,but have you still a wonderfull idea to fight and eradicate this new error ?

Have a good day et thank you again for your patience...
  14:03:59  7 January 2012
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cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
Messages: 197

---QUOTATION---
Hello

Oh yes ,Bangalore,I wish you the best and a complete success for your wonderful work!You're a wonderfull master of the SDK,and you help us it's very fantastic!

For me,after much time spent on the SDK ,so many hours...and a lot of disappointments, finally oh absolute joy!

Step of AI Map is successfully completed!

It’s my friend Borovos who make the first a good AI Map, so would like to thank you him enormously and congratulate him because he kindly help me in this task! In any sincerely thank, and so with this great work together, we can continue to move forward and continue this great and inedit adventure ,for us!

So,that is our first little victory :

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

http://i.imgur.com/xBV4U.jpg


Now step 6 :make a build.cform

Scene>Options>Build options
Draft quality

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

as you can see in the screen nothing under custom data ,so I think it’s good for level.ltx(no MP charactéristics)


Build ok,but still two errors:

Two lines red in the log :

1 Object 'levels\mp_rls_duga1\mp_rls_duga1_default' - 'Sector_DEFAULT#0000Shape' has 103 invalid face(s). Removed.
2 Process Wallmark - failed.

However,I try the xrlc with

@start bins\compiler\xrLC.exe -f mp_rls_duga1
pause

But Crash :

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

I found this in the log :

Expression : assertion failed
Function : b_BuildTexture::Vflip
File : d:\xray-svn\xrlc\build.h
Line : 30
Description : pSurface

So excuse me again,but have you still a wonderfull idea to fight and eradicate this new error ?

Have a good day et thank you again for your patience...
---END QUOTATION---



Looks like texture is not converted to .tga format,or .thm is not updated
  17:00:24  7 January 2012
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
01/08/2012 0:35:55
Messages: 1975
Thank you for your answer.

So I use the converter with this command :

converter -dds2tga [-with_solid] [-with_bump]
pause

Now,I see many .tga in

I:\X-Ray SDK 04\level_editor\rawdata\textures

But I have exactly the same error with xrLc :

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

It seems the trees cause error.

Yet I have the required files:

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

I don't understand once again...
  17:07:12  7 January 2012
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cOldSnake
modeler
(Resident)

 

 
On forum: 07/11/2011
Messages: 197

---QUOTATION---
Thank you for your answer.

So I use the converter with this command :

converter -dds2tga [-with_solid] [-with_bump]
pause

Now,I see many .thm in

I:\X-Ray SDK 04\level_editor\rawdata\textures

But I have exactly the same error with xrLc :

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

It seems the trees cause error.

Yet I have the required files:

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

I don't understand once again...
---END QUOTATION---



There is no .tga format images in your picture,only .dds
  17:19:36  7 January 2012
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olivius74
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On forum: 11/19/2010
Messages: 1975
oh,thank's

But, how can I have these .tga?
Do I must convert one by one all the .dds?
  17:31:10  7 January 2012
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cOldSnake
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On forum: 07/11/2011
 

Message edited by:
cOldSnake
01/07/2012 17:33:46
Messages: 197

---QUOTATION---
oh,thank's

But, how can I have these .tga?
Do I must convert one by one all the .dds?
---END QUOTATION---



Multiple conversion.I never used dds2tga from bardak-s converter so i dont know how to set it up,so i use dds converter 2 and it works fine
here is the link

http://www.gamefront.com/files/service/thankyou?id=3577988
  17:51:29  7 January 2012
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
01/07/2012 17:52:02
Messages: 1975
Yes it works !Now i have all .tga,.thm and .dds in rawdata textures.
Merci beaucoup!

The processus move a little,new error ,so I try to correct step by step

http://i.imgur.com/8axsK.jpg

Thank's for your help,and last question for today,I dont't waste your time and abuse your patience,but when you said

or .thm is not updated

What does it mean exactly?What can I do in this case?
It seems is that this error I have now?

Really appreciated your help,thank you very much for all your advices!
  18:11:57  7 January 2012
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cOldSnake
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No problem man.It looks like svn/001e is new folder with new texture,make shure that is also converted.If it dosent contain .thm in that folder,open image editor inside level editor an select synchnorize textures
  18:51:29  7 January 2012
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
01/07/2012 18:54:49
Messages: 1975
It is an image of grid:

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

in sdk :

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

And indeed, I have not the .thm.
Exactly as you said!
Thank's again!

perhaps transparency problem with alpha channel is absent.
  19:13:29  7 January 2012
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cOldSnake
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On forum: 07/11/2011
 

Message edited by:
cOldSnake
01/07/2012 19:15:26
Messages: 197

---QUOTATION---
perhaps transparency problem with alpha channel is absent.
---END QUOTATION---



I think so to,select in image editor texture type normal map and click ok to update .thm,not 2d texture as it is by default
  20:11:39  7 January 2012
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olivius74
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Messages: 1975
Yes ,new good works!!

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

Really thank you Sir!

It's so great! I am very grateful for all the help you gave me this afternoon!
I hope to also be helpful as you were for me!

I'm happy because I advance slowly ...but surely with the wonderfull help on this fantastic forum!

  22:41:59  7 January 2012
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
01/07/2012 22:42:59
Messages: 1975
So I'm still collecting .tga and .thm.

I have now crossed the 50% of converting data structures.

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

But a new error prevents me from continuing the process:

http://i.imgur.com/Mhs87.jpg

I can't open the editor image and the synchronisation stopped after this error.Nothing I can do for the moment (only close the sdk).

Is there another tool or another way to get the file .thm missing?
  23:28:45  7 January 2012
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cOldSnake
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grnd_asphalt_mega is also new texture,not a default one.Open the image in image editor,select type-there is 5 types of texture options,select normal map,and click ok.Once you done that you dont need to shyncronise textures.This creates .thm file in rawdata/textures,and bake a .dds file in gamedata/textures.In level editor scene objects loads .dds from gamedata/textures,but xrlc needs for compilation .tga and .thm in rawdata/textures.
  23:52:03  7 January 2012
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olivius74
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On forum: 11/19/2010
Messages: 1975
You're incredible!
It's ok!
Now 59 %.

I continue the process thanks to you!

I didn't think there was so much to convert,change ...!
Will spend the night (the midnight!)

Acknowledgment.
  00:24:19  8 January 2012
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olivius74
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On forum: 11/19/2010
Messages: 1975
I do not believe:but it's true!!
I have seen all different process accomplish!

That's it, step 6 is completed with success!

http://i.imgur.com/PV9mD.jpg

Thank you soo much for your help during all those hours!!

Without you I could not have happened!
I hope that the next steps will be overcome!

Tomorrow: Step 7

Good night !!
  12:12:19  8 January 2012
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olivius74
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On forum: 11/19/2010
Messages: 1975
Hello

It seems that every step I need help!

Step 7 I execute the following command:

@start bins\compiler_ai\xrAI.exe -f mp_rls_duga1
pause

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

so i look in the image editor :

http://i.imgur.com/2lEMw.jpg

It seems ok (terrain),I don't know what' wrong once again.

Should I choose (as the last error) normal map
(but there is already a .thm and .tga).
  12:16:03  8 January 2012
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Bangalore
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On forum: 02/17/2008
Messages: 1154
Hi man,

What's in the error log?
  12:41:47  8 January 2012
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cOldSnake
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On forum: 07/11/2011
 

Message edited by:
cOldSnake
01/08/2012 12:42:40
Messages: 197

---QUOTATION---
Hello

It seems that every step I need help!

Step 7 I execute the following command:

@start bins\compiler_ai\xrAI.exe -f mp_rls_duga1
pause

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

so i look in the image editor :

http://i.imgur.com/2lEMw.jpg

It seems ok (terrain),I don't know what' wrong once again.

Should I choose (as the last error) normal map
(but there is already a .thm and .tga).
---END QUOTATION---



No,it must be saved as terrain but alpha chanel shoud be absent.You must open the texture in photoshop or whatever ,save it without alpha(as .tga),place the texture in import folder ,under image editor -check new textures,save as terrain -ok to save it and thats it
  13:00:30  8 January 2012
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
01/08/2012 14:02:45
Messages: 1975
Hello

@Bangalore

And the problem is that right: there are not any!
Here is the log:


* Detected CPU: GenuineIntel P3 family, F6/M14/S5, 2942.00 mhz, 25-clk 'rdtsc'
* CPU Features: RDTSC, MMX, SSE, SSE2

Initializing File System...
using fs-ltx fsgame.ltx
FS: 55284 files cached, 7011Kb memory used.
Init FileSystem 1.124595 sec
'xrCore' build 0, (null)

CRT heap 0x01000000
Process heap 0x00ed0000
Loading DLL: xrSE_Factory.dll
'xrCore' build 0, (null)

CRT heap 0x01000000
Process heap 0x00ed0000
"LevelBuilder v4.1" beta build
Compilation date: Mar 27 2010

Startup time: 11:00:59

* New phase started: Loading level...
! xrCDB: model still isn't ready
* Level CFORM: 0K
| | * materials: 308
| | * shaders_xrlc: 7
| Processing textures...
* ImageLibrary version: 2.5.4
* 25 supported formats
| | - loading: glow\glow_white.thm
| | - loading: glow\glow_blue.thm
| | - loading: trees\trees_vetkagreen5.thm
| | - loading: trees\trees_vetkagreen3.thm
| | - loading: trees\trees_vetkasux1_v.thm
| | - loading: trees\trees_sosna.thm
| | - loading: trees\trees_sosna_sux.thm
| | - loading: trees\trees_elka.thm
| | - loading: trees\trees_vetkabig.thm
| | - loading: trees\trees_vetkasux2.thm
| | - loading: trees\trees_vetkagreen1.thm
| | - loading: trees\trees_dub.thm
| | - loading: trees\trees_orex.thm
| | - loading: door\door_j03alfa.thm
| | - loading: glas\glas_g-01.thm
| | - loading: mtl\mtl_walls9.thm
| | - loading: mtl\mtl_fence2.thm
| | - loading: mtl\mtl_fence2n.thm
| | - loading: mtl\mtl_fence_ql.thm
| | - loading: mtl\mtl_resh_reil.thm
| | - loading: terrain\terrain_garbage_new.thm
| | - loading: trees\trees_fuflo.thm
| | - loading: wind\wind_04_ch_transp.thm
| | - loading: prop\prop_barbwire2.thm
| | - loading: prop\prop_grate2.thm
| | - loading: prop\prop_mask_setka.thm
| | - loading: terrain\terrain_mp_rostok.thm


It stop there.

@ColdSnake
I will try the manip you indicate

Both thank you very much,it help soo much to think you're here!



EDIT :
work's again!
as you said,I correct all terrain errors (now canal alpha absent with paint.net,import ok)
so I continue the process
stop at prop\prop_mask_setka.thm


Thank you very much!
  13:06:50  8 January 2012
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Bangalore
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On forum: 02/17/2008
Messages: 1154
Ok, maybe your texture settings are wrong, as cOldSnake said.
The best way to learn this level editor thingie is open vanilla levels in the editor, and observe/copy the vanilla settings.
  15:33:01  8 January 2012
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cOldSnake
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On forum: 07/11/2011
Messages: 197

---QUOTATION---
stop at prop\prop_mask_setka.thm
---END QUOTATION---



Open leveleditor/image editor,select texture and save as normal map.You can select multiple textures in image editor while holding ctrl key (then all selected will be saved as normal map).As far as i know only terrain textures in terrain folder must not contain alpha,all other must have(so,they need to be saved as normal map)
  17:27:58  8 January 2012
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
01/08/2012 17:30:24
Messages: 1975
Thank you again for all your precious advice(always... )
Exactly what you said.

I have corrected more than 30 textures, but I feel that it has no end!

There are differents formats DXT1 alpha, not alpha, DXT3, DXT5 ...

So for the

terrain: terrain and no alpha,OK
objects: 2D textures (with alpha or not) depending on the object (door or window)
for trees (with no alpha )OK

But one by one it's too long!
I will try with select all one catégorie(class )

Stuck here :

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

It will be with alpha,but not work with DTX1 alpha.
What you choose for this type of door with window?

I will continue little by little,i much try the différents possibility ,it seems it will be very long but with your helps I know what doing.
I must learn how to do more quickly!

Thank's to you!
  18:18:20  8 January 2012
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cOldSnake
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Look at this example
http://i.imgur.com/MItDv.png
  21:20:13  8 January 2012
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
01/08/2012 21:46:16
Messages: 1975
Thank you for all the explanations so clear and precise!

It's really a great opportunity to use your experience!
Thank you for all your shares.
I can't count all the errors corrected!
I wonder if it would not be better to leave and re start with a lighter textures folder!
But it is good to be patient!

End for tonight
I would still probably a little ... Wednesday and ... the week-end.

Thank you for everything!
Good evening!

  00:05:01  15 January 2012
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
I want to thank Bangalore for his very good tutorial on page two of this thread.

And thank to cOldSnake too for explanations about textures/xrAI/xrLC bugs.

It's a very good thread with all the process to convert mp level to single player!

About step 7:

---QUOTATION---
7. Make the final ai map with covers:

@start bins\compiler_ai\xrAI.exe -f yourlevel
---END QUOTATION---



It's very long and hard for computer.
And very stressfull for me.

Thank you.
Merci à vous deux.
  02:19:57  15 January 2012
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Bangalore
Robberbaron
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On forum: 02/17/2008
 

Message edited by:
Bangalore
01/15/2012 2:20:12
Messages: 1154

---QUOTATION---
I want to thank Bangalore for his very good tutorial on page two of this thread.
---END QUOTATION---



You are welcome, you both are good test subjects for my tutorials.
I should add more detail and some pics, and it could go to the mod wiki.
  22:53:52  31 January 2012
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
01/31/2012 22:56:34
Messages: 1975
Hello and good evening!

Well after many ,many ...tries to pass the step 7 ,I'm always block on step 7 for the map Duga .

Sometimes she comes out of my eyes!

I still have some problems and I can not reach the step 7.
It is ok for all textures, but unfortunately xrai

(@start bins\compiler_ai\xrAI.exe -f mp_rls_duga1
pause)

blocks always on error graph for me.

So I always look at and study the first step in the creation of the aimap, I don't know yet , all the steps necessary to properly create a good aimap ,which pass with success the part 7.The terrible is that the steps before is ok but nothing to do after.


So ,I think if I could enlarge the territory of the level Duga ,the selections and corrections with ai nodes would be certainely be easier .

And more comprehensive because with a lot of object in very very little perimeter it's very hard for me to see correctly the things.

So I reconvert the level with the option -le2 to see the fences like object.

But now ,how I can modify exactly the level to save the position?
Build game?Compile level?Do I need maya?

Once again excuse me my beginners questions,but I try to learn how I can do the things , it's a ...real difficulty ,and unfortunately I have not the same talent as Mr Borovos ,and so every little help you tell me to progress and learn is very great and really appreciated.

Thank's
  17:58:57  1 February 2012
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cOldSnake
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On forum: 07/11/2011
Messages: 197

---QUOTATION---
Hello and good evening!

Well after many ,many ...tries to pass the step 7 ,I'm always block on step 7 for the map Duga .

Sometimes she comes out of my eyes!

I still have some problems and I can not reach the step 7.
It is ok for all textures, but unfortunately xrai

(@start bins\compiler_ai\xrAI.exe -f mp_rls_duga1
pause)

blocks always on error graph for me.

So I always look at and study the first step in the creation of the aimap, I don't know yet , all the steps necessary to properly create a good aimap ,which pass with success the part 7.The terrible is that the steps before is ok but nothing to do after.

---END QUOTATION---


hi man,can you post xrai error log in level_editor\logs?
  19:47:57  1 February 2012
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olivius74
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On forum: 11/19/2010
Messages: 1975
Hello

Most often,the xrai stops without log.
Time or the process has gone further, it's during 10 minutes and stop. Nothing.But I think it's my fault ,I don't know correctly put the ai graph,I put the white flag... in french we say "au pif" ,and certainely it's not good.The creation of the ai map is the more crucial step ,so many things to do and not easy to learn that.
No doubt I would learn about a map with fewer things, simple, to understand well the various operations we have to create a aimap.

So i will restart the process and first the ai map ...and i put the log if I have one.


Also, to change a little ,I want to try to modify the fences.
I know that as soon as you touch the geometry of the level and must compile the map, the process can be very long.But the map is small...

And I would like succeed in doing something positive on a map!
For the moment, this is not good given the time to spend on it!

And so for the process to move the nofences,do you think it is necessary to use 3D software or SDK allows it such changes?
Do you know a little tuto on this manip :modify the no fences?

Thank you very much for any help.
  21:15:57  1 February 2012
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cOldSnake
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On forum: 07/11/2011
 

Message edited by:
cOldSnake
02/01/2012 21:18:52
Messages: 197

---QUOTATION---
Hello

Most often,the xrai stops without log.
Time or the process has gone further, it's during 10 minutes and stop. Nothing.But I think it's my fault ,I don't know correctly put the ai graph,I put the white flag... in french we say "au pif" ,and certainely it's not good.The creation of the ai map is the more crucial step ,so many things to do and not easy to learn that.
No doubt I would learn about a map with fewer things, simple, to understand well the various operations we have to create a aimap.

So i will restart the process and first the ai map ...and i put the log if I have one.


Also, to change a little ,I want to try to modify the fences.
I know that as soon as you touch the geometry of the level and must compile the map, the process can be very long.But the map is small...

And I would like succeed in doing something positive on a map!
For the moment, this is not good given the time to spend on it!

And so for the process to move the nofences,do you think it is necessary to use 3D software or SDK allows it such changes?
Do you know a little tuto on this manip :modify the no fences?

Thank you very much for any help.
---END QUOTATION---



Well,graph points must be placed on level after ai map generation and graph points must be placed on ai map generated grid.But that map is full with errors regarding terrain...who ever made this map was a lazy person,he made a terrain and buildings and expotred them together as one object in sdk,witch is bad move.And terrain,i called them ground meshes in this case are made with planes placed over planes ,look at this

http://i.imgur.com/hD40m.png
http://i.imgur.com/CXTe5.png
http://i.imgur.com/iQ5TO.png

so,remove ground meshes to look like this

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

and make a new terrain mesh,for example

http://i.imgur.com/6o4Zw.jpg

cut out polys under buildings cut roads if you want and export buildings and terrain separatly to sdk but this means rebuilding map.It maybe look complicated,but it isnt i made this under 10-15 min.I belive those steps are nesesary to make a quality map for single player,and it will be much easyer to add grass and aimap
  23:00:39  1 February 2012
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
02/01/2012 23:05:15
Messages: 1975
Oh many thank's for explication ,advices help and time you use!

Wow,I don't believe my eyes seeing your screen!
Here,I think I have many many thing to learn!

I just know open a map in Maya 2012 and I have the plugins ok.
(let's be positive:this is already a small beginning! )

But I will look all the things you say here!Many news things to learn!

I saw that the map was poorly designed with tricks on each other, impossible for me to have correct aimap,and correct the errors.

Well thank you very much again for all the new information.
It's incredible all the things you know about the mapping !
Since how many time you "play"with sdk and 3dsmax?
Really awesome!
Admiration !

So ,I no longer despair!
And continue the infinite way to map solo!

First ,see how you have (on your screens)all the différents part select in color and then try to have a ground meshes like you!

Et ben it's not for tomorrow !

Many thank's to you ColdSnake!
  21:34:00  20 November 2017
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olivius74
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On forum: 11/19/2010
 

Message edited by:
olivius74
11/20/2017 21:34:48
Messages: 1975

Apologize,I could not resist finding this topic where I had so many tips and help from so fine person,
to learn how to use the SDK.
And after so much time... I finally managed to create a crappy level, but on it,
I am so happy to turn in circles because I finally understood the long sequence of operations to be done ...

Sincerely Thank you all Guys

http://forum.epicstalker.com/viewtopic.php?f=32&t=397&start=40#p7735
 
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