<!--quoteo(post=1741924:date=Dec 1 2009, 06:05 PM:name=Loey)--><div class='quotetop'>QUOTE(Loey @ Dec 1 2009, 06:05 PM) <a href="index.php?act=findpost&pid=1741924"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what are you trying to do in that picture?<!--QuoteEnd--></div><!--QuoteEEnd-->
See my previous post (before that) and the reply that was made to it :)
<!--quoteo(post=1739515:date=Nov 24 2009, 11:25 AM:name=Kerotan)--><div class='quotetop'>QUOTE(Kerotan @ Nov 24 2009, 11:25 AM) <a href="index.php?act=findpost&pid=1739515"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spotlights crash the editor.
Just me or are others getting this?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1739525:date=Nov 24 2009, 11:33 AM:name=rsd)--><div class='quotetop'>QUOTE(rsd @ Nov 24 2009, 11:33 AM) <a href="index.php?act=findpost&pid=1739525"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@ Ghozer, same here.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1741864:date=Dec 1 2009, 10:49 AM:name=Hoodedsniper)--><div class='quotetop'>QUOTE(Hoodedsniper @ Dec 1 2009, 10:49 AM) <a href="index.php?act=findpost&pid=1741864"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spotlights crash in lit mode for me and i have a 6800 gt nvidea card, any idea if this can or will be fixed?<!--QuoteEnd--></div><!--QuoteEEnd-->
Same here! It's pretty much my only major bug as it means I can't do any good mapping. I can get them working for me, but they have to be very far away from me, or not in Lit mode. I have an NVIDIA 7600 GT. I am a little worried it maybe something to do with the way some Nvidia cards run. If a large amount of Nvidia cards that have this issue then they will surely have to spend a bit of time trying to fix it, otherwise there will be a lot of unhappy people... especially since this is the engine, and surely if spotlights aren't working now, they won't work in game either :(
<b>Hoodedsniper</b>, can you try placing some spotlights very far away from your view. Hopefully you should just about see their cone of light on a wall or something, then try moving slowly close to it, until you crash out. If you can get one working far away then move closer until it crashes you should be able to send a bug report; hopefully they will help UW work out the issue and get it fixed, as it seems to me that spotlights can work, there is just an issue with the detail of them, maybe. Hope it's fixed next update :)
<!--quoteo(post=1741987:date=Dec 2 2009, 09:31 AM:name=Andos)--><div class='quotetop'>QUOTE(Andos @ Dec 2 2009, 09:31 AM) <a href="index.php?act=findpost&pid=1741987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->See my previous post (before that) and the reply that was made to it :)<!--QuoteEnd--></div><!--QuoteEEnd--> upload your map and ill fix it if you want.
It seems the axis grabs of the Move command become overridden when holding Alt. For anyone who doesn't know, hold alt while doing just about anything to no longer stick to the grid.
I can only assume this (alt + axis grab does not lock to the axis) is a bug; if I wanted to go off grid AND use both axes, I'd select the two-axis plane (the little box) rather than a single axis.
<!--quoteo(post=1741415:date=Nov 29 2009, 04:04 AM:name=Mendasp)--><div class='quotetop'>QUOTE(Mendasp @ Nov 29 2009, 04:04 AM) <a href="index.php?act=findpost&pid=1741415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Drag from the edges instead of the gizmo so it snaps to the vertices of the other side. Click and drag on the edge you want to "merge" (with everything selected) make sure the axis locking is locked to the right axis (it's highlighted) and press shift, that'll lock the geometry to that axis, and then hover over any vertex in line with what you want to align (with shift still pressed).
I don't know if the explanation was clear, I think this should have gone in the tutorial.<!--QuoteEnd--></div><!--QuoteEEnd-->
Have had some success getting large simple objects to line up, but it keeps coming back to this kind of an issue. Neither alt or shift actually forces it to use a previously selected grid effectively when using a complex edge... instead it just forces the selected object to be "free" so that it can only be aligned by hand.. (no snap).
As much as I try to take even the single complex object it refuses to snap to any grid.. but sits outside the grid as seen below. Any manual adjustment just throws one of the other two axis off since there is no snap for xy or z axis when using shift or alt.
This image is at max zoom on the highest grid detail level. It shows the closest I can get these two identical (semi complex) objects on one axis. <img src="http://i23.photobucket.com/albums/b360/Erobus/offgrid2.png" border="0" class="linked-image" />
Can't thank you enough for that, I see now that the mistake I was making was using the edge (line) rather than directly dragging/using the Vertex into the desired vertex, as the selected connection point. Owe you one for taking the time to youtube that.
edit: whoa, gotta be careful... dragging component hallways through the level using the vertex tends to cause crashes!
I tried to do a search, in case this has already been posted... but I didn't come up with anything:
When trying to use the scale tool to edit the "catwalk rail end" prop, it does not work while the prop is in its default position. However, when you rotate the prop vertically (it wont work just from a horizontal rotation) you gain the ability to scale the prop. Not a major problem, but when trying to get the rail end to line up with the railing that I had scaled to a larger size, it became a little bit of a nuisance to figure this out.
Before rotating: <img src="http://www.imagechicken.com/uploads/1259833638093853500.jpg" border="0" class="linked-image" />
After rotating: <img src="http://www.imagechicken.com/uploads/1259833708064838700.jpg" border="0" class="linked-image" />
<!--quoteo(post=1742019:date=Dec 2 2009, 04:42 AM:name=Loey)--><div class='quotetop'>QUOTE(Loey @ Dec 2 2009, 04:42 AM) <a href="index.php?act=findpost&pid=1742019"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->upload your map and ill fix it if you want.<!--QuoteEnd--></div><!--QuoteEEnd-->
I already did: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108132&st=160&p=1741729&#entry1741729" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1741729</a> I tried many ways to make that wall without luck. Either it crashes or else it makes that wall that goes too far and crosses my other faces as in the screenshot.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2009
Sometimes when you vertex/line manipulate a face and then proceed to texture it, there will be a significant slowdown in performance in the editor. The cause of this is an invalid number in the y-scale of the texture tool.
Let's say the size is supposed to be 1.90735 the editor will then add "e-006" to the scale number: 1.90735<b>e-006</b>. It only happens on vertex/line manipulated faces... Removing the e-006 from the scale field does fix it, but the editor comes close to crashing and is very unresponsive.
FYI Kouji, it's a valid number, just ridiculously big. 'e-006' = 0.000001.
So, 1.90735e-006 = 0.00000190735
Turn off Lock Textures and you can avoid this. Seems the Lock Textures should only be on for when you specifically need it, and turned off right after.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
I only lock textures when moving/rotating stuff to keep them in place, but other then that it is off. It only happened on oddly shaped (valid) faces ;)
I've Completely lost the ability to select faces. I can still select edges.. but its kinda hard... to texture anything... guess I'll try reinstalling.
edit: Fixed my problem.. it was a dead face. i had to delete a specific face at the end of an extrusion to be able to select any faces again. (very very awkward.)
More info on the 'objects are very dark' issue: For less than a second after placing some larger objects, I see them as they should be (first image), before they quickly turn very dark as seen in the second image. <img src="http://lh6.ggpht.com/_8wYsaYf4hQ8/SxsQU5QnD9I/AAAAAAAAAXI/QTUm8Ma34Dk/s800/for_a_moment.jpg" border="0" class="linked-image" />
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
With snap on, if I use the move tool on a face's edge and move the mouse back and forth without changing the snap point, the texture coordinates change, and as a result the textures get distorted.
It seems like there is a bug that the texture coordinate consistency code is not taking into account the snap points, and is instead just being moved with the move tool, sans snap...
<!--quoteo(post=1742616:date=Dec 6 2009, 10:08 AM:name=tildy)--><div class='quotetop'>QUOTE(tildy @ Dec 6 2009, 10:08 AM) <a href="index.php?act=findpost&pid=1742616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->More info on the 'objects are very dark' issue: For less than a second after placing some larger objects, I see them as they should be (first image), before they quickly turn very dark as seen in the second image. <img src="http://lh6.ggpht.com/_8wYsaYf4hQ8/SxsQU5QnD9I/AAAAAAAAAXI/QTUm8Ma34Dk/s800/for_a_moment.jpg" border="0" class="linked-image" />
Links to higher quality image versions (not that it's useful): <a href="http://picasaweb.google.com/lh/photo/05wnKRirQGUs3Ryn8ysh_g?authkey=Gv1sRgCLfmr5XQpq20MA&feat=directlink" target="_blank">http://picasaweb.google.com/lh/photo/05wnK...feat=directlink</a> <a href="http://picasaweb.google.com/lh/photo/6XwRWEizrOYEjzdTkqfLag?authkey=Gv1sRgCLfmr5XQpq20MA&feat=directlink" target="_blank">http://picasaweb.google.com/lh/photo/6XwRW...feat=directlink</a><!--QuoteEnd--></div><!--QuoteEEnd--> Check you don't have "texture lit" mode set. For some reason my editor defaults to this mode and I have nfi why.
I have two issues (latest build = 127, but I never ran the previuos one so I don't know if it's a patch thing, doesn't "feel" like it is).
1) Error message output: "unable to autosave bla bla yada etc"
2) I can't see the preview thumbnails in props/assets. Error message output: "unable to find yada/blabla/wtf.xxx"
Now, for the autosave it would have been nice if it worked, but no biggie.
The previews on the other hand are darn hard to do without. I can place props etc in map space, no problem but I don't know what it is until I do so I'm stuck with a prop lottery.
Am I missing something?
Running win7 on a fairly new comp and a standard Gforce card.
- I think we need an important "Global Light Value" for the map. Most of the maps are being dark. May be we need a trick on lights to make maps a little bit lighter which makes textures a little bit lighter without any calculation. This will also reduce number of lights used in a map.
This value should be editable, map creator may use 0 or 0.05 or 5 etc.
- There can be a property for the textures or objects which is like "Global Light: yes / no". So we may use global light & other lights in most of the rooms and we may disable it in some of dark rooms.
<!--quoteo(post=1739327:date=Nov 24 2009, 02:50 AM:name=Iced_Eagle)--><div class='quotetop'>QUOTE(Iced_Eagle @ Nov 24 2009, 02:50 AM) <a href="index.php?act=findpost&pid=1739327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm currently trying to set up scene where you just have a spotlight projecting the shadow of fan blades onto a wall. I'm using this blades model as my shadow casting object: models/props/refinery/refinery_fan128_blades.model
*IMAGES*
To get that, obviously I just rotated the fan blades so the back face was pointing out and center section was facing the light, but obviously now the player doesn't even see the center piece of what is casting the shadow. Overall though, I'm loving the editor and its simplicity. Extrude = love! Great work Max!<!--QuoteEnd--></div><!--QuoteEEnd-->
I get the same problem with multiple props, and faces. Sometimes when I put a light outside of a face (facing the other direction) then the light somehow gets through and shows up on the walls in the corners, etc. The only fix I figured out was to copy the face and reverse it.
<!--quoteo(post=1739467:date=Nov 24 2009, 04:57 AM:name=elodea)--><div class='quotetop'>QUOTE(elodea @ Nov 24 2009, 04:57 AM) <a href="index.php?act=findpost&pid=1739467"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->:( it loads up perfect but then for some reason can't load any models or textures so that everythign just appears black...
ive checked the ns2 models/materials directories - the files ARE there. Ive also reinstalled, but still getting the same problem.... am i doing something wrong here? - previews in model browser also dont load. *IMAGE*<!--QuoteEnd--></div><!--QuoteEEnd-->
Try clicking on the 'Perspective' text in the top left corner of your screen, and click on 'Textured Unlit'. You may have accidently made it 'Textured Lit'.
<!--quoteo(post=1739498:date=Nov 24 2009, 06:49 AM:name=Ghozer)--><div class='quotetop'>QUOTE(Ghozer @ Nov 24 2009, 06:49 AM) <a href="index.php?act=findpost&pid=1739498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->following through the first video tutorial, when the guy draws the second rectangle on the wall, then shows you that there's two there by selecting one, then the other. then he extrudes it to create a corridor...
When I attempt to select one, then the other, it will only select the big 'back' wall, and wont allow me to extrude the smaller 'corridor' rectangle.
if I extrude the back wall, it leaves an unfilled outline of where the corridor rectangle is, but nothing selectable...
*IMAGE*<!--QuoteEnd--></div><!--QuoteEEnd--> I get the same bug all the time. This is such a very annoying bug!
<!--quoteo(post=1742757:date=Dec 6 2009, 08:18 PM:name=Bulletcatcher)--><div class='quotetop'>QUOTE(Bulletcatcher @ Dec 6 2009, 08:18 PM) <a href="index.php?act=findpost&pid=1742757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It likes to create squares on the completely wrong side that I want it... For example, on this picture below, I was trying to make a square where you see the white lines, instead it made that grey box in the corner. <a href="http://img694.imageshack.us/i/ns22help.jpg/" target="_blank"><img src="http://img694.imageshack.us/img694/3417/ns22help.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd--> Please fix this soon, because I am tired of having to make a square in mid-air, resizing it, and moving it to fit. Takes up too much valuable time I could be using on other parts of the level.
<!--quoteo(post=1742996:date=Dec 8 2009, 10:12 PM:name=Bulletcatcher)--><div class='quotetop'>QUOTE(Bulletcatcher @ Dec 8 2009, 10:12 PM) <a href="index.php?act=findpost&pid=1742996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I get the same problem with multiple props, and faces. Sometimes when I put a light outside of a face (facing the other direction) then the light somehow gets through and shows up on the walls in the corners, etc. The only fix I figured out was to copy the face and reverse it.<!--QuoteEnd--></div><!--QuoteEEnd--> its because there is no face there to block the light.
<!--quoteo(post=1742996:date=Dec 8 2009, 10:12 PM:name=Bulletcatcher)--><div class='quotetop'>QUOTE(Bulletcatcher @ Dec 8 2009, 10:12 PM) <a href="index.php?act=findpost&pid=1742996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I get the same bug all the time. This is such a very annoying bug! Please fix this soon, because I am tired of having to make a square in mid-air, resizing it, and moving it to fit. Takes up too much valuable time I could be using on other parts of the level.<!--QuoteEnd--></div><!--QuoteEEnd--> why do you need to create a whole box when all you need is 2 edges to complete that wall? use the line tool to draw those edges in
I have very current video drivers This was not a problem previous to the most recent update I am not the only one with this problem (http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108366)
When in Texture Lit mode if I am camera back far away from the map all the yellow goes away and lighting appears normal, however as soon as I get close everything turns yellow again.
(GeForce 7900 Go GS videocard)
My topic <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108393" target="_blank">Here</a>
When ever I try to open a map file that someone else has made the editor always seems to open it in lit mode. This isnt a huge concern but everything is just black and no props/lights will show up.
I'm running a Nvidia 7950GT, so I know there are bugs, but I don't understand why props wont show up. I can't see anything but since theres no geometry besides the walls, my guess is that none of the props are there.
<b>System:</b> Vista Ultimate 64 4gb memory ATI Radeon 3870x2 q6600
Using both the 3D viewport maximized and without, using the top/side/front views. Have not been able to notice any difference in occurance of crashes between the two.
<b>Crashes:</b> - Sometimes, switching between "<b>line</b>"/"<b>rectangle</b>" tool and "<b>move</b>"/"<b>scale</b>" tool crashes the editor. I have not been able to accurately reproduce this, as it seems to occur randomly. It only occurs while switching between these tools though. - Upon crashing and restarting, several settings reset to what I can only explain to be a secondary default mode. Texture lock always returns to "on", sizes of images in the prop/texture editors return to "medium" and the grid size defaults to 1 unit (I am using the inch setting).
<b>Art:</b> - <b>refinery_wallmods_01_corner.model</b> does not align perfectly with any of the similar models of that set/theme. It is noticeable at the top and at the very bottom and results in textures and especially brighter surfaces shining through. - <b>refinery_wallmods_01_tile.model</b> (<i>this is more of a request</i>) Due to all wallmods being 128 units high this means that if you wish to have anything above these wallmods you have to spend a significant time using the tools to "patch up" the missing faces on these models. The tile.model is especially cumbersome due to the fact that it has small supports sticking out. It would be superb if all wallmods (all walls overall?), but especially this model, could get more faces visible on the top (and possibly the bottom?). See refinery_wallmods_01_vent_high.model for reference. - <b>refinery_floor_tubes_02_straight2.model</b> does not align perfectly with any of the similar models of that set/theme. It is noticeable on the red tubes at one side. However due to the "backplate" this is not easily spotted unless you are fairly close. - None of the <b>light models</b> that I have used, are scalable in 3 dimensions. You can drag them out in X and Z, however not in the Y axis. Using scale and holding shift, to get a unison scaling, will simply cause the light model to dissapear because of this issue. - <b>door.model</b> (<i>this is more of a request</i>) This model is well designed, however it's frame have two indentions, one at either side, that causes see-through issues if one aligns the door with the majority of the model. This might seem a non-issue, but due to how snapping works, you have to significantly lower the grid size in order to align this door frame to prevent the see-through issue, while still having most of the model visible and aligned with adjacent models. Perhaps adding a small, darker face on either side (behind said indentions) to still have the indentions, but allowing for snapping with the majority of the model? - Ventilation covers lack any back faces. Perhaps adding more faces to the back of the frames? (<i>Purely a request</i>).
<b>Tools:</b> - Using the <b>line</b> <b>tool</b> on a textured surface (thus creating a smaller, new face of said surface) will cause the newly created face to default to the dev texture and lose all values associated with it. - While in the <b>move tool</b>, moving an object by holding LMB, then pressing RMB and scrolling the cameras view with WASD keys, then releaseing RMB (never letting go of LMB) causes odd behaviors in both camera view and location of the mouse pointer. When you release LMB, alot of the time the camera view will snap to a seemingly default position, often far away from the moved item. Ofcourse, pressing Z brings back focus, but I thought it worth noting. In addition, anything being moved while still holding LMB will not be in the same position in the camera view, but stays on the grid. Hard to explain, but the entire procedure is very cumbersome and unpredictable, making it hard to move items far distances. - <b>Move tool</b>, sometimes the widget does not respond. Using the single arrows responds most of the time, however using the diagonal option sometimes does not respond at all, until you have moved the tool with one of the arrows. I have no idea what is causing this and have not been able to reproduce it. It occurs randomly as far as I can tell. (<i>Might be related to how you angle the camera view?</i>). - No acceleration in the.. "value containers" (<i>have no idea what this is called, I'm swedish >< </i>) for texture alignment. Rotation, moving etc is painfully slow as the increase/decrease in value while simply pressing and holing the LMB above one of the arrows does not accelerate. - Many of the tools have very different sensitivities assigned to them. Rotating and moving a texture using the widget is borderline crazy fast, for lack of better words (:
<b>Lighting:</b> - <b>Shadows overlap</b>. Creating two fans and placing two spotlights, one behind each fan, using the same values will cause the resulting shadows to overlap and draw ugly tracer lines through eachother. I am nowhere near qualified enough to make any judgement call as to what/why and when, but it looks very bad and I figured it was atleast worth noting. - Using the "<b>add custom color</b>"-option in the advanced color picker in any light entity, will not save. Thus, if you want a certain, special colored lighting, you have to copy the original light entity where you chose the color. - 10+ lamps anywhere on a map (no need to be close to eachother) cause severe <b>performance issues</b> and slowdowns. - Catwalk models with grating texture do not create shadows in the same sense that a face with a grate texture does.
In closing - am <b>loving the editor</b>. This build is very stable and easy to use. Does lack alot of needed features, mainly related to texturing and "brush" handling, but this is an alpha so I fully understand those lacking. What is there is really, really good and the models/artwork is amazing. My hat off to you guys. I hope I don't come of as arrogant or whiney, I just want to help make this thing even better. (:
Comments
See my previous post (before that) and the reply that was made to it :)
Just me or are others getting this?<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1739525:date=Nov 24 2009, 11:33 AM:name=rsd)--><div class='quotetop'>QUOTE(rsd @ Nov 24 2009, 11:33 AM) <a href="index.php?act=findpost&pid=1739525"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@ Ghozer, same here.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1741864:date=Dec 1 2009, 10:49 AM:name=Hoodedsniper)--><div class='quotetop'>QUOTE(Hoodedsniper @ Dec 1 2009, 10:49 AM) <a href="index.php?act=findpost&pid=1741864"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spotlights crash in lit mode for me and i have a 6800 gt nvidea card, any idea if this can or will be fixed?<!--QuoteEnd--></div><!--QuoteEEnd-->
Same here! It's pretty much my only major bug as it means I can't do any good mapping. I can get them working for me, but they have to be very far away from me, or not in Lit mode. I have an NVIDIA 7600 GT. I am a little worried it maybe something to do with the way some Nvidia cards run. If a large amount of Nvidia cards that have this issue then they will surely have to spend a bit of time trying to fix it, otherwise there will be a lot of unhappy people... especially since this is the engine, and surely if spotlights aren't working now, they won't work in game either :(
<b>Hoodedsniper</b>, can you try placing some spotlights very far away from your view. Hopefully you should just about see their cone of light on a wall or something, then try moving slowly close to it, until you crash out. If you can get one working far away then move closer until it crashes you should be able to send a bug report; hopefully they will help UW work out the issue and get it fixed, as it seems to me that spotlights can work, there is just an issue with the detail of them, maybe. Hope it's fixed next update :)
upload your map and ill fix it if you want.
I can only assume this (alt + axis grab does not lock to the axis) is a bug; if I wanted to go off grid AND use both axes, I'd select the two-axis plane (the little box) rather than a single axis.
I don't know if the explanation was clear, I think this should have gone in the tutorial.<!--QuoteEnd--></div><!--QuoteEEnd-->
Have had some success getting large simple objects to line up, but it keeps coming back to this kind of an issue. Neither alt or shift actually forces it to use a previously selected grid effectively when using a complex edge... instead it just forces the selected object to be "free" so that it can only be aligned by hand.. (no snap).
As much as I try to take even the single complex object it refuses to snap to any grid.. but sits outside the grid as seen below. Any manual adjustment just throws one of the other two axis off since there is no snap for xy or z axis when using shift or alt.
This image is at max zoom on the highest grid detail level. It shows the closest I can get these two identical (semi complex) objects on one axis.
<img src="http://i23.photobucket.com/albums/b360/Erobus/offgrid2.png" border="0" class="linked-image" />
<a href="http://www.youtube.com/watch?v=ESI2VWj8xmY" target="_blank">http://www.youtube.com/watch?v=ESI2VWj8xmY</a>
edit:
whoa, gotta be careful... dragging component hallways through the level using the vertex tends to cause crashes!
When trying to use the scale tool to edit the "catwalk rail end" prop, it does not work while the prop is in its default position. However, when you rotate the prop vertically (it wont work just from a horizontal rotation) you gain the ability to scale the prop. Not a major problem, but when trying to get the rail end to line up with the railing that I had scaled to a larger size, it became a little bit of a nuisance to figure this out.
Before rotating:
<img src="http://www.imagechicken.com/uploads/1259833638093853500.jpg" border="0" class="linked-image" />
After rotating:
<img src="http://www.imagechicken.com/uploads/1259833708064838700.jpg" border="0" class="linked-image" />
I already did:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108132&st=160&p=1741729&#entry1741729" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1741729</a>
I tried many ways to make that wall without luck. Either it crashes or else it makes that wall that goes too far and crosses my other faces as in the screenshot.
Let's say the size is supposed to be 1.90735 the editor will then add "e-006" to the scale number: 1.90735<b>e-006</b>. It only happens on vertex/line manipulated faces... Removing the e-006 from the scale field does fix it, but the editor comes close to crashing and is very unresponsive.
So, 1.90735e-006 = 0.00000190735
Turn off Lock Textures and you can avoid this. Seems the Lock Textures should only be on for when you specifically need it, and turned off right after.
edit: Fixed my problem.. it was a dead face. i had to delete a specific face at the end of an extrusion to be able to select any faces again. (very very awkward.)
one of my walls throws a weird shadow.
settings of both walls are the same as shown on the second image.
<img src="http://img.xrmb2.net/images/916311.jpeg" border="0" class="linked-image" />
<img src="http://img.xrmb2.net/images/149181.jpeg" border="0" class="linked-image" />
For less than a second after placing some larger objects, I see them as they should be (first image), before they quickly turn very dark as seen in the second image.
<img src="http://lh6.ggpht.com/_8wYsaYf4hQ8/SxsQU5QnD9I/AAAAAAAAAXI/QTUm8Ma34Dk/s800/for_a_moment.jpg" border="0" class="linked-image" />
<img src="http://lh4.ggpht.com/_8wYsaYf4hQ8/SxsQU2dBeQI/AAAAAAAAAXM/IdKy9v93m_g/s800/changes_to_this.jpg" border="0" class="linked-image" />
Links to higher quality image versions (not that it's useful):
<a href="http://picasaweb.google.com/lh/photo/05wnKRirQGUs3Ryn8ysh_g?authkey=Gv1sRgCLfmr5XQpq20MA&feat=directlink" target="_blank">http://picasaweb.google.com/lh/photo/05wnK...feat=directlink</a>
<a href="http://picasaweb.google.com/lh/photo/6XwRWEizrOYEjzdTkqfLag?authkey=Gv1sRgCLfmr5XQpq20MA&feat=directlink" target="_blank">http://picasaweb.google.com/lh/photo/6XwRW...feat=directlink</a>
It seems like there is a bug that the texture coordinate consistency code is not taking into account the snap points, and is instead just being moved with the move tool, sans snap...
For less than a second after placing some larger objects, I see them as they should be (first image), before they quickly turn very dark as seen in the second image.
<img src="http://lh6.ggpht.com/_8wYsaYf4hQ8/SxsQU5QnD9I/AAAAAAAAAXI/QTUm8Ma34Dk/s800/for_a_moment.jpg" border="0" class="linked-image" />
<img src="http://lh4.ggpht.com/_8wYsaYf4hQ8/SxsQU2dBeQI/AAAAAAAAAXM/IdKy9v93m_g/s800/changes_to_this.jpg" border="0" class="linked-image" />
Links to higher quality image versions (not that it's useful):
<a href="http://picasaweb.google.com/lh/photo/05wnKRirQGUs3Ryn8ysh_g?authkey=Gv1sRgCLfmr5XQpq20MA&feat=directlink" target="_blank">http://picasaweb.google.com/lh/photo/05wnK...feat=directlink</a>
<a href="http://picasaweb.google.com/lh/photo/6XwRWEizrOYEjzdTkqfLag?authkey=Gv1sRgCLfmr5XQpq20MA&feat=directlink" target="_blank">http://picasaweb.google.com/lh/photo/6XwRW...feat=directlink</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Check you don't have "texture lit" mode set.
For some reason my editor defaults to this mode and I have nfi why.
1) Error message output: "unable to autosave bla bla yada etc"
2) I can't see the preview thumbnails in props/assets. Error message output: "unable to find yada/blabla/wtf.xxx"
Now, for the autosave it would have been nice if it worked, but no biggie.
The previews on the other hand are darn hard to do without. I can place props etc in map space, no problem but I don't know what it is until I do so I'm stuck with
a prop lottery.
Am I missing something?
Running win7 on a fairly new comp and a standard Gforce card.
Most of the maps are being dark. May be we need a trick on lights to make maps a little bit lighter which makes textures a little bit lighter without any calculation.
This will also reduce number of lights used in a map.
This value should be editable, map creator may use 0 or 0.05 or 5 etc.
- There can be a property for the textures or objects which is like "Global Light: yes / no".
So we may use global light & other lights in most of the rooms and we may disable it in some of dark rooms.
Like every single crash for me is caused by pressing L... :|
I'm using this blades model as my shadow casting object: models/props/refinery/refinery_fan128_blades.model
*IMAGES*
To get that, obviously I just rotated the fan blades so the back face was pointing out and center section was facing the light, but obviously now the player doesn't even see the center piece of what is casting the shadow.
Overall though, I'm loving the editor and its simplicity. Extrude = love! Great work Max!<!--QuoteEnd--></div><!--QuoteEEnd-->
I get the same problem with multiple props, and faces. Sometimes when I put a light outside of a face (facing the other direction) then the light somehow gets through and shows up on the walls in the corners, etc. The only fix I figured out was to copy the face and reverse it.
<!--quoteo(post=1739467:date=Nov 24 2009, 04:57 AM:name=elodea)--><div class='quotetop'>QUOTE(elodea @ Nov 24 2009, 04:57 AM) <a href="index.php?act=findpost&pid=1739467"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->:( it loads up perfect but then for some reason can't load any models or textures so that everythign just appears black...
ive checked the ns2 models/materials directories - the files ARE there. Ive also reinstalled, but still getting the same problem....
am i doing something wrong here? - previews in model browser also dont load.
*IMAGE*<!--QuoteEnd--></div><!--QuoteEEnd-->
Try clicking on the 'Perspective' text in the top left corner of your screen, and click on 'Textured Unlit'. You may have accidently made it 'Textured Lit'.
<!--quoteo(post=1739498:date=Nov 24 2009, 06:49 AM:name=Ghozer)--><div class='quotetop'>QUOTE(Ghozer @ Nov 24 2009, 06:49 AM) <a href="index.php?act=findpost&pid=1739498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->following through the first video tutorial, when the guy draws the second rectangle on the wall, then shows you that there's two there by selecting one, then the other. then he extrudes it to create a corridor...
When I attempt to select one, then the other, it will only select the big 'back' wall, and wont allow me to extrude the smaller 'corridor' rectangle.
if I extrude the back wall, it leaves an unfilled outline of where the corridor rectangle is, but nothing selectable...
*IMAGE*<!--QuoteEnd--></div><!--QuoteEEnd-->
I get the same bug all the time. This is such a very annoying bug!
<!--quoteo(post=1742757:date=Dec 6 2009, 08:18 PM:name=Bulletcatcher)--><div class='quotetop'>QUOTE(Bulletcatcher @ Dec 6 2009, 08:18 PM) <a href="index.php?act=findpost&pid=1742757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It likes to create squares on the completely wrong side that I want it... For example, on this picture below, I was trying to make a square where you see the white lines, instead it made that grey box in the corner.
<a href="http://img694.imageshack.us/i/ns22help.jpg/" target="_blank"><img src="http://img694.imageshack.us/img694/3417/ns22help.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
Please fix this soon, because I am tired of having to make a square in mid-air, resizing it, and moving it to fit. Takes up too much valuable time I could be using on other parts of the level.
Mostly Build 127 works fine. Generally if you are working with points and lines, join, cut delete it crashes.
I think it is about guide lines. Sometimes they are being infinitive or something adressed to wrong adress by those things.
its because there is no face there to block the light.
<!--quoteo(post=1742996:date=Dec 8 2009, 10:12 PM:name=Bulletcatcher)--><div class='quotetop'>QUOTE(Bulletcatcher @ Dec 8 2009, 10:12 PM) <a href="index.php?act=findpost&pid=1742996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I get the same bug all the time. This is such a very annoying bug!
Please fix this soon, because I am tired of having to make a square in mid-air, resizing it, and moving it to fit. Takes up too much valuable time I could be using on other parts of the level.<!--QuoteEnd--></div><!--QuoteEEnd-->
why do you need to create a whole box when all you need is 2 edges to complete that wall? use the line tool to draw those edges in
Don't know if this has been mentioned yet but the next props have no texture [See picture]:
refinery/refinery_pipe_03_straight.model
refinery/refinery_techpipes_01_bend90_02.model
refinery/refinery_techpipes_01_bend90_03.model
refinery/refinery_techpipes_01_bend90_04.model
Thought I'd share that with you guys.
Greetings,
Xtof
I have very current video drivers
This was not a problem previous to the most recent update
I am not the only one with this problem (http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108366)
When in Texture Lit mode if I am camera back far away from the map all the yellow goes away and lighting appears normal, however as soon as I get close everything turns yellow again.
(GeForce 7900 Go GS videocard)
My topic <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108393" target="_blank">Here</a>
I'm running a Nvidia 7950GT, so I know there are bugs, but I don't understand why props wont show up. I can't see anything but since theres no geometry besides the walls, my guess is that none of the props are there.
<b>System:</b>
Vista Ultimate 64
4gb memory
ATI Radeon 3870x2
q6600
Using both the 3D viewport maximized and without, using the top/side/front views. Have not been able to notice any difference in occurance of crashes between the two.
<b>Crashes:</b>
- Sometimes, switching between "<b>line</b>"/"<b>rectangle</b>" tool and "<b>move</b>"/"<b>scale</b>" tool crashes the editor. I have not been able to accurately reproduce this, as it seems to occur randomly. It only occurs while switching between these tools though.
- Upon crashing and restarting, several settings reset to what I can only explain to be a secondary default mode. Texture lock always returns to "on", sizes of images in the prop/texture editors return to "medium" and the grid size defaults to 1 unit (I am using the inch setting).
<b>Art:</b>
- <b>refinery_wallmods_01_corner.model</b> does not align perfectly with any of the similar models of that set/theme. It is noticeable at the top and at the very bottom and results in textures and especially brighter surfaces shining through.
- <b>refinery_wallmods_01_tile.model</b> (<i>this is more of a request</i>) Due to all wallmods being 128 units high this means that if you wish to have anything above these wallmods you have to spend a significant time using the tools to "patch up" the missing faces on these models. The tile.model is especially cumbersome due to the fact that it has small supports sticking out. It would be superb if all wallmods (all walls overall?), but especially this model, could get more faces visible on the top (and possibly the bottom?). See refinery_wallmods_01_vent_high.model for reference.
- <b>refinery_floor_tubes_02_straight2.model</b> does not align perfectly with any of the similar models of that set/theme. It is noticeable on the red tubes at one side. However due to the "backplate" this is not easily spotted unless you are fairly close.
- None of the <b>light models</b> that I have used, are scalable in 3 dimensions. You can drag them out in X and Z, however not in the Y axis. Using scale and holding shift, to get a unison scaling, will simply cause the light model to dissapear because of this issue.
- <b>door.model</b> (<i>this is more of a request</i>) This model is well designed, however it's frame have two indentions, one at either side, that causes see-through issues if one aligns the door with the majority of the model. This might seem a non-issue, but due to how snapping works, you have to significantly lower the grid size in order to align this door frame to prevent the see-through issue, while still having most of the model visible and aligned with adjacent models. Perhaps adding a small, darker face on either side (behind said indentions) to still have the indentions, but allowing for snapping with the majority of the model?
- Ventilation covers lack any back faces. Perhaps adding more faces to the back of the frames? (<i>Purely a request</i>).
<b>Tools:</b>
- Using the <b>line</b> <b>tool</b> on a textured surface (thus creating a smaller, new face of said surface) will cause the newly created face to default to the dev texture and lose all values associated with it.
- While in the <b>move tool</b>, moving an object by holding LMB, then pressing RMB and scrolling the cameras view with WASD keys, then releaseing RMB (never letting go of LMB) causes odd behaviors in both camera view and location of the mouse pointer. When you release LMB, alot of the time the camera view will snap to a seemingly default position, often far away from the moved item. Ofcourse, pressing Z brings back focus, but I thought it worth noting. In addition, anything being moved while still holding LMB will not be in the same position in the camera view, but stays on the grid. Hard to explain, but the entire procedure is very cumbersome and unpredictable, making it hard to move items far distances.
- <b>Move tool</b>, sometimes the widget does not respond. Using the single arrows responds most of the time, however using the diagonal option sometimes does not respond at all, until you have moved the tool with one of the arrows. I have no idea what is causing this and have not been able to reproduce it. It occurs randomly as far as I can tell. (<i>Might be related to how you angle the camera view?</i>).
- No acceleration in the.. "value containers" (<i>have no idea what this is called, I'm swedish >< </i>) for texture alignment. Rotation, moving etc is painfully slow as the increase/decrease in value while simply pressing and holing the LMB above one of the arrows does not accelerate.
- Many of the tools have very different sensitivities assigned to them. Rotating and moving a texture using the widget is borderline crazy fast, for lack of better words (:
<b>Lighting:</b>
- <b>Shadows overlap</b>. Creating two fans and placing two spotlights, one behind each fan, using the same values will cause the resulting shadows to overlap and draw ugly tracer lines through eachother. I am nowhere near qualified enough to make any judgement call as to what/why and when, but it looks very bad and I figured it was atleast worth noting.
- Using the "<b>add custom color</b>"-option in the advanced color picker in any light entity, will not save. Thus, if you want a certain, special colored lighting, you have to copy the original light entity where you chose the color.
- 10+ lamps anywhere on a map (no need to be close to eachother) cause severe <b>performance issues</b> and slowdowns.
- Catwalk models with grating texture do not create shadows in the same sense that a face with a grate texture does.
In closing - am <b>loving the editor</b>. This build is very stable and easy to use. Does lack alot of needed features, mainly related to texturing and "brush" handling, but this is an alpha so I fully understand those lacking. What is there is really, really good and the models/artwork is amazing. My hat off to you guys. I hope I don't come of as arrogant or whiney, I just want to help make this thing even better. (:
It says in the open file window that it's an option.
But when tried the editor crashes.