There's a sticky about how to fix it. <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108124" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108124</a> Should solve your problem.
The texture lock button disappears when your are in rectangle or line tool mode for examples. It should reappear with the movement or scale tool selected.
Make sure you have latest drivers for your graphic card. Also you'll want to make sure that you have installed DirectX SDK, DirectX 9.0c client and Microsoft visual C++ 2005 redistributable.
Here are a few bugs/issues I have noticed with the editor at build 131.
1. BUG: When editing a property value, if one presses TAB or DELETE, instead of modifying the text it switches to a different tool or deletes the object you have selected. Instead one has to click into each field to modify the value. Yes shortcuts could be configured differently, but having this "feature" right out of the box is not what a typical user would expect.
2. BUG: When an entity is selected, moving around occasionally causes one to move an incredible distance away from the object.
3. BUG: Setting a light to "not cast shadows" allows the light source to affect _any_ face within the max distance / cone regardless if the light can "see" the face. It seems the "casts shadows" property is being used for two different things and should actually be two separate properties: one to "check vis" and the other to cast shadows. Also, with "casts shadows" set to on, this behavior can be seen from a distance but not up close.
4. ISSUE: Moving faces with the grid set to 1 unit is not as precise as it should be since the center of the object can be between grid points. Using no grid is just as lacking as it is difficult to get movement to a precise decimal value. Could we get an entry box to manually type in the origin of a selected object be it a face, edge, or vertex?
Below is a demonstrating of the lighting bug: think room with a vent running along side it. <a href="http://www.flickr.com/photos/45561411@N02/4265307236/" target="_blank"><img src="http://farm5.static.flickr.com/4059/4265307236_e542bbc341_o.jpg" border="0" class="linked-image" /></a>
<!--quoteo(post=1746745:date=Jan 10 2010, 10:36 PM:name=Xuaxinodal)--><div class='quotetop'>QUOTE (Xuaxinodal @ Jan 10 2010, 10:36 PM) <a href="index.php?act=findpost&pid=1746745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3. BUG: Setting a light to "not cast shadows" allows the light source to affect _any_ face within the max distance / cone regardless if the light can "see" the face. It seems the "casts shadows" property is being used for two different things and should actually be two separate properties: one to "check vis" and the other to cast shadows. Also, with "casts shadows" set to on, this behavior can be seen from a distance but not up close.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not a bug. It is actually how a non-casting shadow light acts in 3D. You're talking about a baked shadow system that is used in mapping I suppose. Since the engine is going to use dynamic shadow only you'll have to work a way around.
<ol type='1'><li>Start with a box room with a light in it.</li><li>Select the light.</li><li>Press "P" to go to the prop editor.</li><li>Insert any prop to the room.</li><li>Press "Space" to close the prop editor.</li><li>Click the prop you inserted.</li><li>Crash.</li></ol>
<ol type='1'><li>Start with a box room with a light in it.</li><li>Select the light.</li><li>Press "M" to activate the Move tool.</li><li>Move the light.</li><li>Without changing the tool (move tool still active), move a face in the room.</li><li>Press "Space" to active the Select tool.</li><li>Click a face in the room.</li><li>Crash.</li></ol>
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
I have been getting a really nasty one as of late, all I have to do to cause a crash is click and select one object, then if I add another and try to click on the new one it will cuase a crash.
I have the newest build for the editor, all up to date, I open it, and then... Crash, Crash, CRASH! I don't mean like, the program randomly exits and just needs to be reopen. I mean without warning, I click something (Tested it with the Rectangle Button and crashed 3 times in a row right after opening the program) The Entire computer shuts down and restarts. I haven't been able to stay on the editor for more than 5 mins before it crashes from something. Also, I seem to have the famus Everything is dark and black bug.
My Comp details are AMD Athlon 64 Processor 3800+ 2.40GHz, 2.93 GB of Ram and Video card is: "NVIDIA GeForce 6150 LE"
Yes, My Video card is old... Mostly cause it's a "Chip" And the stupid comp doesn't have a slot for Cards. So if it is my Video card, then well... I just wasted $40 x.x However, even if I can't use the editor, or anyone else with the error and such, would it effect the actual game? If we can't use the editor we can't use the game as well? or what?
Edits:
I have found out some things now after some testing. The crashing from clicking the rectangle button, only happens when in Maximize View mode. When I am in just Perspective View mode it works. I am going to be doing some more testing, and trying to re-create every crash for me and noting what triggers them.
I've aligned the perspective view to show how the side view should look, but the side view is clearly reversed, showing positive x to the left, when the top and perspective show positive x to the right.
Well i found a major performance bug i dunno if anyone else gets this but try.
Ok so i load up my map (unlit mode) and its at 30 fps. The more i click on differnt props with the select tool and edit them and change props or paint or open and close the edit bar on the right it starts getting slower and slower and slower and slower until it can barely move. I dont even need to add anything it just gets slower.
Its very easy to fix just save and reopen spark. But it does get anoyying.
Can't report that since when the editor crashes it simply close.
The bug is happening on file-specific, beyond one point in the building of a level, using the rectangle or line tool.
As soon as I move my mouse over the perspective view with any of these tools, and to me more precise, I think it is as soon as the program needs to draw the grid lines, it closes the program instantly. I cannot use the line or rectangle tool in that specific file anymore and I have tried copying everything in a new file. It seems that it is related to what's in the file.
Lights that cast shadows are now flashing where the camera is inside the Max Distance of the light. Lights are fine viewed from a distance (Outside their Max Distance). other lights that do not cast shadows are not effected. Possible side effect of "Improved the performance of distant shadow casting point lights"
<!--quoteo(post=1747536:date=Jan 16 2010, 08:40 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jan 16 2010, 08:40 AM) <a href="index.php?act=findpost&pid=1747536"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They are aware of it and will hopefully fix it soon.
I'm also dieing here, because I can't really map with black textures and props.<!--QuoteEnd--></div><!--QuoteEEnd-->
This brings me to my good and bad news.
The bad news, I am still being effected by this as well, everything is black so can't build maps. The good news however, is the bug plaguing me before, crashing when I used the Rectangle icon in Maximize view mode no longer happens. Now it's moved to the paint tool. But thats it, I tested all other buttons in both Perspective view mode and Max view mode. It only crashes with the Paint tool and only in the Maximize view mode. So as soon as thats fix, which is minor as I can just switch to Perspective view mode when painting anyways, and the Black Textures, then off to making maps for me! Unless the next update fixes something and breaks another xD
<!--quoteo(post=1747799:date=Jan 18 2010, 06:02 AM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Jan 18 2010, 06:02 AM) <a href="index.php?act=findpost&pid=1747799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->running 2x GTX295's in quad sli and with "cast shadows" on, the lights flash like strobe lights in texture lit mode<!--QuoteEnd--></div><!--QuoteEEnd-->
This happens with most SLI cases. What you should do is go in NV control panel, create a profile for the game, and use AFR 2 as your rendering mode. Yep! Fixed it for me!
Noticing some rounding errors on rotations leading to very odd behaviors on 64 bit vista:) Rotation seems to overflow into location meaning that the item moves around the grid as it rotates. in the case i had this mean that the prop would move .5x the width of the prop for each step of rotation in the plane of rotation. using the move tool caused the rotation to reset
Ok so far the build 132 of the editor is working Really well.
Only 2 things that are missing and slows my workflow.
1- Texture mapping is still really unstable, as for lock and moving, copying, rotating and moving or duplicating and also with the gizmo for rotation and movement. Actually, just about any faces that you coordinate textures on, will be likely to screw up when you displace it or copy or whatever.
and it seems that even when they keep a similar texture mapping, the copied or displaced faces with textures have volatile coordinates and they drastically change when you are trying to adjust something in it.
2- Edge merging but I'm sure you guys are working on it already.
<!--quoteo(post=1747846:date=Jan 18 2010, 05:42 PM:name=Dictator93)--><div class='quotetop'>QUOTE (Dictator93 @ Jan 18 2010, 05:42 PM) <a href="index.php?act=findpost&pid=1747846"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This happens with most SLI cases. What you should do is go in NV control panel, create a profile for the game, and use AFR 2 as your rendering mode. Yep! Fixed it for me!<!--QuoteEnd--></div><!--QuoteEEnd-->
Alternate Frame Rendering 2, Worked for me also but then I turned it off again and its fine....
<b>EDIT!</b>
Cant say if alternate rendering actually did the job, simply adding the editor to the list might have solved it somehow... I cant remove the profile to test this out on my machine because I have a little issue.
When i went into the panel I noticed already there was the Orange Hard Hat on Crysis (editor.exe) !!?? I clicked on ADD and selected the ns2 editor and the window snapped to the Crysis (editor.exe) as if it thinks thats the ns2 editor already added... The REMOVE button is grayed out, but scince I did the ADD thing the lights have stopped flashing regaurdless of the SLI Performance Mode...
<!--quoteo(post=1748195:date=Jan 21 2010, 12:23 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jan 21 2010, 12:23 AM) <a href="index.php?act=findpost&pid=1748195"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alternate Frame Rendering 2, Worked for me also but then I turned it off again and its fine....
<b>EDIT!</b>
Cant say if alternate rendering actually did the job, simply adding the editor to the list might have solved it somehow... I cant remove the profile to test this out on my machine because I have a little issue.
When i went into the panel I noticed already there was the Orange Hard Hat on Crysis (editor.exe) !!?? I clicked on ADD and selected the ns2 editor and the window snapped to the Crysis (editor.exe) as if it thinks thats the ns2 editor already added... The REMOVE button is grayed out, but scince I did the ADD thing the lights have stopped flashing regaurdless of the SLI Performance Mode...
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2crysis.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> same thing here.
As you see there is no roof, and for some reason I cant draw a face for it. When I select the vertexes and go into edit and use the create face function, nothing happens. And yes I checked on both sides...
And something that just is a bit odd, the editor thinks that that wall is a roof, wonder if that is cause of problem or just some random harmless glitch.
<!--quoteo(post=1748822:date=Jan 23 2010, 04:34 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Jan 23 2010, 04:34 PM) <a href="index.php?act=findpost&pid=1748822"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As you see there is no roof, and for some reason I cant draw a face for it. When I select the vertexes and go into edit and use the create face function, nothing happens. And yes I checked on both sides...
And something that just is a bit odd, the editor thinks that that wall is a roof, wonder if that is cause of problem or just some random harmless glitch.<!--QuoteEnd--></div><!--QuoteEEnd-->
To create a face you'll need to select all the edges and not the vertexes. If it still doesn't work you'll want to make sure to weld all possible vertexes that are somewhat linked to your problem and retry the previous process.
Your wall is just using the default ceiling/floor texture map that you can see in the texture browser, it doesn't affect anything really. This may happen if you, for example, extrude the edge of the ceiling and drop it down to make a wall, it will keep the same texture coordinates.
You could always select another wall in paint mode and Alt + left-click on the wall to apply the default wall texture to it if you ever find this more appropriate to work with.
Comments
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108124" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108124</a>
Should solve your problem.
<img src="http://i50.tinypic.com/efrsxi.png" border="0" class="linked-image" />
I'm not sure what's happened...
"Unable to initialize the render device" see log for details.
FYI: I am able to open launch pad and build a mod, and other various activities, but not launch editor
I have searched the forums for the past 45+ minutes to no avail. Any help?
Thanks!
Make sure you have latest drivers for your graphic card. Also you'll want to make sure that you have installed DirectX SDK, DirectX 9.0c client and Microsoft visual C++ 2005 redistributable.
1. BUG: When editing a property value, if one presses TAB or DELETE, instead of modifying the text it switches to a different tool or deletes the object you have selected. Instead one has to click into each field to modify the value. Yes shortcuts could be configured differently, but having this "feature" right out of the box is not what a typical user would expect.
2. BUG: When an entity is selected, moving around occasionally causes one to move an incredible distance away from the object.
3. BUG: Setting a light to "not cast shadows" allows the light source to affect _any_ face within the max distance / cone regardless if the light can "see" the face. It seems the "casts shadows" property is being used for two different things and should actually be two separate properties: one to "check vis" and the other to cast shadows. Also, with "casts shadows" set to on, this behavior can be seen from a distance but not up close.
4. ISSUE: Moving faces with the grid set to 1 unit is not as precise as it should be since the center of the object can be between grid points. Using no grid is just as lacking as it is difficult to get movement to a precise decimal value. Could we get an entry box to manually type in the origin of a selected object be it a face, edge, or vertex?
Below is a demonstrating of the lighting bug: think room with a vent running along side it.
<a href="http://www.flickr.com/photos/45561411@N02/4265307236/" target="_blank"><img src="http://farm5.static.flickr.com/4059/4265307236_e542bbc341_o.jpg" border="0" class="linked-image" /></a>
It's not a bug. It is actually how a non-casting shadow light acts in 3D. You're talking about a baked shadow system that is used in mapping I suppose. Since the engine is going to use dynamic shadow only you'll have to work a way around.
<ol type='1'><li>Start with a box room with a light in it.</li><li>Select the light.</li><li>Press "P" to go to the prop editor.</li><li>Insert any prop to the room.</li><li>Press "Space" to close the prop editor.</li><li>Click the prop you inserted.</li><li>Crash.</li></ol>
<ol type='1'><li>Start with a box room with a light in it.</li><li>Select the light.</li><li>Press "M" to activate the Move tool.</li><li>Move the light.</li><li>Without changing the tool (move tool still active), move a face in the room.</li><li>Press "Space" to active the Select tool.</li><li>Click a face in the room.</li><li>Crash.</li></ol>
I submitted both with the crash reporter.
My Comp details are
AMD Athlon 64 Processor 3800+
2.40GHz, 2.93 GB of Ram
and Video card is: "NVIDIA GeForce 6150 LE"
Yes, My Video card is old... Mostly cause it's a "Chip" And the stupid comp doesn't have a slot for Cards. So if it is my Video card, then well... I just wasted $40 x.x However, even if I can't use the editor, or anyone else with the error and such, would it effect the actual game? If we can't use the editor we can't use the game as well? or what?
Edits:
I have found out some things now after some testing. The crashing from clicking the rectangle button, only happens when in Maximize View mode. When I am in just Perspective View mode it works. I am going to be doing some more testing, and trying to re-create every crash for me and noting what triggers them.
All the windows are set up with their axis as positive to the up/right directions, apart from the side view which is up/left.
<img src="http://www.conception-design.net/stuff/sideview.jpg" border="0" class="linked-image" />
I've aligned the perspective view to show how the side view should look, but the side view is clearly reversed, showing positive x to the left, when the top and perspective show positive x to the right.
Ok so i load up my map (unlit mode) and its at 30 fps. The more i click on differnt props with the select tool and edit them and change props or paint or open and close the edit bar on the right it starts getting slower and slower and slower and slower until it can barely move. I dont even need to add anything it just gets slower.
Its very easy to fix just save and reopen spark. But it does get anoyying.
btw i have nvidea 6800.
The bug is happening on file-specific, beyond one point in the building of a level, using the rectangle or line tool.
As soon as I move my mouse over the perspective view with any of these tools, and to me more precise, I think it is as soon as the program needs to draw the grid lines, it closes the program instantly. I cannot use the line or rectangle tool in that specific file anymore and I have tried copying everything in a new file. It seems that it is related to what's in the file.
Lights that cast shadows are now flashing where the camera is inside the Max Distance of the light. Lights are fine viewed from a distance (Outside their Max Distance).
other lights that do not cast shadows are not effected.
Possible side effect of "Improved the performance of distant shadow casting point lights"
Nvidia GTX 8800 x2 SLI, Driver Version : 195.62
I'm also dieing here, because I can't really map with black textures and props.
I'm also dieing here, because I can't really map with black textures and props.<!--QuoteEnd--></div><!--QuoteEEnd-->
This brings me to my good and bad news.
The bad news, I am still being effected by this as well, everything is black so can't build maps.
The good news however, is the bug plaguing me before, crashing when I used the Rectangle icon in Maximize view mode no longer happens. Now it's moved to the paint tool. But thats it, I tested all other buttons in both Perspective view mode and Max view mode. It only crashes with the Paint tool and only in the Maximize view mode. So as soon as thats fix, which is minor as I can just switch to Perspective view mode when painting anyways, and the Black Textures, then off to making maps for me! Unless the next update fixes something and breaks another xD
This happens with most SLI cases. What you should do is go in NV control panel, create a profile for the game, and use AFR 2 as your rendering mode.
Yep! Fixed it for me!
build 132 has also crashed on me twice.
But it's looking better every time.
Model::RenderEmissive() - Vertex buffer or index buffer null (models/temp/command_station/command_station.model), skipping.
Only 2 things that are missing and slows my workflow.
1- Texture mapping is still really unstable, as for lock and moving, copying, rotating and moving or duplicating and also with the gizmo for rotation and movement. Actually, just about any faces that you coordinate textures on, will be likely to screw up when you displace it or copy or whatever.
and it seems that even when they keep a similar texture mapping, the copied or displaced faces with textures have volatile coordinates and they drastically change when you are trying to adjust something in it.
2- Edge merging but I'm sure you guys are working on it already.
Yep! Fixed it for me!<!--QuoteEnd--></div><!--QuoteEEnd-->
Alternate Frame Rendering 2, Worked for me also but then I turned it off again and its fine....
<b>EDIT!</b>
Cant say if alternate rendering actually did the job, simply adding the editor to the list might have solved it somehow...
I cant remove the profile to test this out on my machine because I have a little issue.
When i went into the panel I noticed already there was the Orange Hard Hat on Crysis (editor.exe) !!??
I clicked on ADD and selected the ns2 editor and the window snapped to the Crysis (editor.exe) as if it thinks thats the ns2 editor already added...
The REMOVE button is grayed out, but scince I did the ADD thing the lights have stopped flashing regaurdless of the SLI Performance Mode...
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2crysis.jpg" border="0" class="linked-image" />
<b>EDIT!</b>
Cant say if alternate rendering actually did the job, simply adding the editor to the list might have solved it somehow...
I cant remove the profile to test this out on my machine because I have a little issue.
When i went into the panel I noticed already there was the Orange Hard Hat on Crysis (editor.exe) !!??
I clicked on ADD and selected the ns2 editor and the window snapped to the Crysis (editor.exe) as if it thinks thats the ns2 editor already added...
The REMOVE button is grayed out, but scince I did the ADD thing the lights have stopped flashing regaurdless of the SLI Performance Mode...
<img src="http://www.unitedworlds.co.uk/online-gaming/ns2crysis.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
same thing here.
Refinery_grate_04 has no opacity map
<img src="http://i46.tinypic.com/v62ng6.png" border="0" class="linked-image" />
<img src="http://i50.tinypic.com/30tlwnk.png" border="0" class="linked-image" />
<img src="http://fileshare.se/files/spark_gltich.png" border="0" class="linked-image" />
As you see there is no roof, and for some reason I cant draw a face for it. When I select the vertexes and go into edit and use the create face function, nothing happens.
And yes I checked on both sides...
And something that just is a bit odd, the editor thinks that that wall is a roof, wonder if that is cause of problem or just some random harmless glitch.
And yes I checked on both sides...
And something that just is a bit odd, the editor thinks that that wall is a roof, wonder if that is cause of problem or just some random harmless glitch.<!--QuoteEnd--></div><!--QuoteEEnd-->
To create a face you'll need to select all the edges and not the vertexes. If it still doesn't work you'll want to make sure to weld all possible vertexes that are somewhat linked to your problem and retry the previous process.
Your wall is just using the default ceiling/floor texture map that you can see in the texture browser, it doesn't affect anything really. This may happen if you, for example, extrude the edge of the ceiling and drop it down to make a wall, it will keep the same texture coordinates.
You could always select another wall in paint mode and Alt + left-click on the wall to apply the default wall texture to it if you ever find this more appropriate to work with.