Please ask your basic (newbie) questions in here. - by scumble
nomad of the pacific on 24/4/2005 at 01:51
Quote:
Originally posted by 2003MINI
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.
I worked on this all day and got it to work using d'Spairs Basic Mission Tutorial in the wiki. None of my objectives showed up until I added in the %loot, special loot and difficulty settings. It's a bit involved, but covers everything! :D
Crispy on 24/4/2005 at 12:55
I mean the "hollow" checkbox in the CubeBuilder dialog, that comes up when you right-click the cube brush icon. I was setting hollow to true and the wall width to 0, for some stupid reason known only to my then-malfunctioning brain. :p
I tried it out with a new level, and I think that's my problem. If I create a 256x256x256 brush next to a 512x512x512 brush, both with Hollow set to true and wall width set to 0, I get the behaviour I described. If I do exactly the same thing with Hollow set to false, it works perfectly.
Conclusion: Hollow==true + WallThickness==0 + Subtract = EVIL EVIL EVIL DON'T DO IT. (Now that my brain has rebooted and appears to be functioning normally, Hollow==true and WallThickness==0 seems like a bad combination anyway, regardless of brush operation.)
My level is really screwed up now... there's an empty space in a certain area that T3Ed seems to be treating as subtracted (even though there are no brushes there), so subtracting anything else from it fails, and intersecting the builder brush with it makes that part of the builder brush get deleted, except for what looks like a zero-width segment. :weird: So I'm going to try deleting and recreating all my "hollow" brushes, and seeing if that helps. If not, I'll have to delete my whole level and start from scratch. :sweat:
Oh well. At least I found this out earlier rather than later, when it could actually matter. :)
Gildoran on 24/4/2005 at 13:15
I've been wondering about the way the TDS editor saves certain types of data, so I know what files I need to copy to try to make an fm (or to backup things). In particular:
Is the gamesys only in T3Gamesys.t3u or in several files (what about T3Game.t3u)? I noticed a gamesys directory, but that might just be because I accidently went into the unreal script editor. Also, how do I export the gamesys? If I remember correctly, I only saw menu items to export a specific class, not the entire gamesys.
What about scripts? It looks like they're in multiple files with ID numbers instead of names, so you have to copy a whole set of scripts at once... Is it possible to replace a single specific script?
What does "publishing" a model mean, and why is it neccessary? (particularly if I don't think I've changed it)
Thanks for any answers!
Ziemanskye on 24/4/2005 at 14:40
Gildoran:
Not sure on all this, but I think if you compile an ibt file it contains a copy of the gamesys (so there can be different ones between FMs, though since I'm not messing with mine this is one I'm really not sure on), and a copy of the saved scripts, so while it's okay just to hit the okay button on the trigger script browser while testing, make sure you save before distribution (reasonably sure on this - my testing friend can't load the last verion I sent him and is getting script errors, though I hadn't saved the script changes I made between versions).
Publishing Static Meshes. Again not too sure, but I think its for when the skin on it doesn't match one in the SM Browser (right click the smesh, and use the submenu at the bottom to check/correct). Publishing it just adds it to the browser, so you can add the reskin easier.... Maybe, again not something I'm using, though I think a non-published one might not compile into the ibt properly.
Hopefully someone can give you more coherent and acurate answers.
Crispy on 25/4/2005 at 05:30
I seem to remember reading somewhere that publishing the skin just meant saving the skin, so that it was reloaded correctly later. I think it was in the wiki... *looks* Here, I think this was it: (
http://www.ttlg.com/wiki/wikka.php?wakka=Texturing) and scroll down to "To apply a texture to a static mesh".
But if publishing a static mesh is a different thing from publishing a skin, then I don't know. (I can't imagine that it would be, though, seeing as there's not much else about a static mesh that you can change in the editor.)
2003MINI on 26/4/2005 at 03:24
Still no luck on objectives via conversations. Here's what I have. One goal, pending objective, and one goal, pending note. Also I have the "end" entry. When doing the file->compile, I get no pop-up. When doing "Analyze Data Corruption" on playerGarret, I get:
TesterObjectives:
Goal [objStealit] has no schema assigned to it!
Goal [objNote01] has no schema assigned to it!
The "repair schema" and the other schema option on the file menu are grayed-out. All the pre-made conversations, when the goals are editted, have an unselectable tag something like SeasideMansion_000100 or something like that. But the ones I make do not.
My questions are:
1) does anyone else have the "analyze data corruption" issue?
2) does anyone else have the unselectable text in their objectives after creation
3) can anyone else callup the file->schema tools in the conversation browser.
Without solving this, i'm unfortunately stuck indefinately. Thanks for any help.
nomad of the pacific on 26/4/2005 at 09:49
2003MINI, when you added your new conversation under PlayerGarrett, did the program run through the whole "Loading Schemas" routine? When you right click/edit your schema name, does your map name show up in the popup window? Did you save before compiling? I'm not trying to point out the obvious, but I need more info to try to figure out what happened.
2003MINI on 26/4/2005 at 12:38
Nomad,
Yes, please ask the obvious, since I'm obviously missing something. No, it didn't load the schemas when I added my conversation. That must be the issues. When I did the file->save, file->compile, file->export, nothing really changed and it took about 2 seconds. When I right-clicked the conversation, I had to add the map name.
Why wouldn't it do the schema loading when I add a conversation?
[edit]
Also, the "Generate Schema" and "Repair Schema" are still grayed out on the PlayerGarret object.
nomad of the pacific on 26/4/2005 at 20:38
Do "Generate Schema" and "Repair Schema" show up on the other headings? It shows up on all of mine. :confused:
Try this. Make a copy of your conversation. Paste it as any name you want. Try to save, compile and export again. If the schemas still don't load, delete your new conversation. I got the schemas to load when I deleted a copy of my conversation. Maybe you can force them to load that way.
2003MINI on 26/4/2005 at 21:16
I tried the copy/paste and a delete. Neither worked. I did it on my conversation and the pre-made ones. No go.
I'm wondering if my schema files are somehow corrupt. What do they consist of and how large should they be? I checked for obvious things such as not being read-only.
It's this way on both of my PCs. The Generate Schema and Repair schema options are grayed out for all the conversations in the browser.
[edit]
Interesting finding. My \CONTENT\T3\Conversations folder contains a file for each of the maps that came with the game, but not for the one I made. Do you have an entry here for yours? My map is Tester01. I added it in the conversation browser to my objectives, but it didn't appear in the directory. Should it?