Please ask your basic (newbie) questions in here. - by scumble
SneaksieDave on 20/4/2005 at 14:42
Quote:
...the value was 75. How do I change this? Can I change this?
I haven't tested, but it might be Inventory->SellPrice?
mol on 20/4/2005 at 15:44
Quote Posted by Mandrake
Yeah, I remember Krypt's post about that, however I don't think its a case of only seeing the top left of a larger window, but rather that the viewport is simply facing the wrong way to begin with.
I don't think that's the only problem. The navigation in the window seems definitely off somehow. It feels different than in the normal 3D viewport of the editor.
I'm also wondering why the static mesh window can't be 100% lit. Now there seems to be a directional light source, which only lights up part of the mesh, making it harder still to make sense of the shape of it. If only the window could at least be resized. Oh, well. I guess I should stop bitching about it, since I'm incapable of correcting it myself. I'm certainly not helping the situation with this. :( :o
ascottk on 20/4/2005 at 22:52
Did you see the double slashes "\\"after your Thief3Edit path? You might want to make sure there's only one backslash afterwards in the conversation editor.
2003MINI on 21/4/2005 at 02:35
Quote Posted by SneaksieDave
I haven't tested, but it might be Inventory->SellPrice?
Yup, that was it. Outstanding!
sirbalu on 21/4/2005 at 13:07
SneaksieDave, I see your point and I figured this out myself as well. :) The real problem is that even if I go around the brush the editor makes diagonals.(not always, but often enough to be irritating) My first guess was that the editor connects those vertexes that are closer to each other than a certain distance. So I put them far away, but didn't help. It's odd, because after a restart it usually works fine. Editor bug perhaps? :confused:
Thanx!
2003MINI on 21/4/2005 at 14:57
Wish I had a dime for all my noob questions....
I'm having difficulty setting mission objectives. I followed the Wiki on Objectives but it didn't work. I did not see objectives when I started my map, which meant that nothing happened when I frobbed the goblet that was tied to the objective.
In toying around with it, I added the SeasideMansion objectives to my test level. This worked in that I saw them when I ran my map. But I only say a few of the 8 or 9 objectives. Swapping out the SeasideMansion objectives again for mine, they still didn't work.
My question is, in order to get the objectives to show up, all I should have to do is set the LevelInfo>Conversations value, create a conversation with a goal and end, and then queue up the Conversation on the playerStart actor, correct? What would cause this to not work? Do I need to set a difficulty in order for them to show? Any thoughts?
Oh, and there appears to be one small mistake in the Wiki on Objectives. It says to use the "Player>When player starts map, arriving from a different map" action, but that action doesn't exist under Player on my system, it's at the top level. Unless I misunderstood it.
2003MINI on 22/4/2005 at 13:26
More info on my unsuccessful objectives....
In the map that I'm working on, I set the LevelProperties>LevelInfo>ConversationName to SeasideMansion. I then set the playerStart script to queue the SeasideMansionObjectives. When running the map, I get the "pending" Seaside Mansion objectives.
I then change the LevelProperties>LevelInfo>ConversationName to "MyMap" conversation and then change the playerStart script to que "MyMapObjectives". When I run, I see no objectives.
I copied the SeasideMansionObjectives conversation to a new conversation MyMapObjectives2. Upon changing the ConversationName and script to use this conversation, I see no objectives when running.
What the heck am I doing wrong? Why does the SeasideMansion work but none of the ones I make or copy? It's got to be some setting on the conversation itself, but I checked all the apparent ones.
HELP!
[edit]
Note: The SeasideMansionObjects, MyMapObjectives, and MyMapObjectives2 conversations all have my map (conveniently labelled "MyMap") as one of the maps associated with them. The MyMapObjectives has 3 pending goals and an end.
2003MINI on 23/4/2005 at 04:25
HAHA!
When I run the "Analyze Data Corruption" option on the PlayerGarrett object in the conversation editor, I get:
TesterObjectives01:
Goal [objStealit] has no schema assigned to it!
What does this mean and how do I fix it????
Crispy on 23/4/2005 at 13:17
Hi! I'm a newbie, and this is my first post. *waves*
And I have a stupid newbie question... I'm trying to make a trench in my map, so I can later on put water in it. My room is a subtracted cube, with no walls, set to 'hollow'. I'm making the trench out of a cylinder, cut in half using the Clip Brush tool. (I tried intersect/deintersect, but one of them cut out the wrong bit of the cylinder and the other one gave me some weird complicated brush that looked a bit like a warped combination of the original cylinder and the part of the cylinder that I wanted to keep - any ideas what's going on here?)
So I position the builder brush where I want, click subtract, and rebuild everything.
Yay, I now have a trench. BUT...
It looks fine from here, I can see into the trench and everything:
Inline Image:
http://crispy.inventivedingo.com/thief/trenchtop.jpg ...but if I move the camera into the trench, the trench appears to be covered:
Inline Image:
http://crispy.inventivedingo.com/thief/trenchinside.jpgAlso, if I go Tools -> Check Map For Errors, I get errors on both the trench brush and the builder brush. [EDIT: Also, the error messages there are blank, except for a single box character, which looks like how Notepad renders Unix newlines.]
I have grid snap on, and the grid is at 16 units. I also had this problem with a cube brush, so it's not just limited to crazy clipped cylinder shapes. What am I doing wrong? Should the room brush not be set to hollow? :confused:
Thanks in advance for any help!
Ziemanskye on 23/4/2005 at 15:56
*waves back*
Set brush to hollow?
wtf? Haven't even found that button. So no, if you're subtracting a brush it's already hollow to the extent that the inside surfaces are the ones you collide with, and the walls are just the ones around the edges.
Otherwise, try rightclicking on the vertices of the brushes when you've got them selected, to force them onto the grid too. They probably are, but it helps sometimes to remind the program.