Please ask your basic (newbie) questions in here. - by scumble
nomad of the pacific on 26/4/2005 at 22:10
My map shows up in the Conversations folder. I think that's done when you compile or export. Did you have to type in your map name or did it show up in the list? (I'm assuming your map is in the Map folder?)
When you open the Schema Browser for the first time after opening T3ED, does it load all 16000 schemas?
2003MINI on 26/4/2005 at 22:47
Yes, The TesterMap is in the MAP folder. I had to type the name in the first time in the conversation browser, but now it is always there.
The schemas in the schema browser load when I open it. But those are just sound schemas, correct? Or is that the step I am missing? I've always done everything from the conversation browser and never used the schema browser. The load time on my PC is a few minutes for all the schemas. Seems to be about 15400 or so.
I also noticed that when I do the file->export, I get a message indicating that the objectives are saved in CONTENT\T3\Books\EMObjectives.sch. Is this correct?
Thanks for all the help on this one.
-2003MINI
nomad of the pacific on 27/4/2005 at 09:45
Damn! I'm running out of ideas.
Exports to CONTENT\T3\Books\EMObjectives.sch is correct.
I'm not sure why it does it, but when I created my conversation, it did open up the schemas, all 15400 of them. Maybe if you open the Schema Browser and then Save, Compile and Export? That might trick it into working.
Also, on your Level Properties, do you have the level name listed under LevelInfo:Title and the conversation package listed under LevelInfo:Conversations? Not sure if that's relevant to your problem, but couldn't hurt.
I think your problem is that the Conversation browser doesn't have access to the Schemas, but I'm not sure why. Maybe my first suggestion here will help. If not, we might have to dig deeper into the Schemas.
2003MINI on 27/4/2005 at 17:35
Thanks for the info.
I swear, if this doesn't fix it, I'm just going to wipe it out and re-install the whole thing. The fact that this seems to be unique to me and my setup must indicate some problem along the way, although I do have the same behaviour on 2 PCs.
I'll let you know what happens.
Thanks for all the help on this.
anak1n on 27/4/2005 at 22:22
just wondering that if there are cats and rats, would someone be able to make new animals for T:DS :confused:
2003MINI on 28/4/2005 at 01:19
Holy crap. I figured it out. During the re-install, I noticed that the following lines were not in my user.ini.....
[Conversations]
SchemaChangesAllowed=true
I want to blame my XP system and the different user account crap that XP uses to block files, but I'm sure in the end it's just my own fault :tsktsk: I know I read the instructions and put those lines somewhere previously, but it must not have been the right file.
Thanks for the help Sneaksie and Nomad. I have other issues now, such as the fact that the other PC has my conversations but not the schemas for them. I'll have to delete them. But the good news is that I can now generate schemas and move forward.
-2003Mini
nomad of the pacific on 28/4/2005 at 09:15
Glad you got it to work! :thumb:
Now make me a nice FM! :D
2003MINI on 28/4/2005 at 13:52
Quote:
Now make me a nice FM
LOL. Working on it. This morning's problem-solving session was moving the editor to a directory that didn't have spaces in the name (what a silly bug). After that, I was FINALLY able to get the game to show my objectives.
YAY!
All this down-time has allowed me to come up with some rather interesting objectives. Can't wait to put them all in a mission.
-2003MINI
str8g8 on 28/4/2005 at 16:48
Viper1_3 thanks for that
I have got a skybox working now, but after much experimenting a couple of things are still bugging me:
1. using the starfield (in SKYSTUFF I think) I don't need to light the skybox brush, when I put in my own texture, I do - ie, without a light, in the skybox brush, I just get a black sky). After looking around on the unreal wiki, I thought I'd figured it out - make the surfaces in the brush flagged as "unlit" - which should in theory light the skybox evenly, ie without shading - exactly what a skybox needs ... but no joy. I also tried making the texture itself "unlit" via its properties. No joy either. So ... is the "unlit" surface tag not supported in T3?
2. Following on from this I experimented using a static mesh sky box, but there it seems to use the lowest level mip map in the dds ... is there any way to force it to use a better one?
3. I checked out the sky in Docks, and the surfaces I expected to be flagged as "Fake backdrop" weren't, so is there another, better method for creating skies that the TDS team used?
cheers
str8g8
Crispy on 29/4/2005 at 10:17
I would guess that the "fullbright" property of the skyboxes has to be set on the texture itself. If you apply a sky texture to a normal in-game surface, you'll notice that nearby lighting won't affect it at all. Having said that, I have no idea where to set that property. Sorry. :)
Now on to my own question: (Nomad asked a similar one earlier on in this thread, but nobody answered and I don't know if his question was exactly the same, so... yeah.)
I've created my own subclass of an existing weapon, and I want to give it to my AIs. It's not available in the weapon loadout window, though. I've tried connecting it to the AI using a RigidAttachment, but it just causes the weapon to be attached to the AI - the AI refuses to actually use it as a weapon. (I've taken away its usual weapon.) Is it actually possible to give custom weapon classes to AIs as weapons, or do I have to modify the existing class?
Edit: Hm, never mind. Turns out it was because I'd changed the WeaponStance; presumably the actor I'm editing doesn't support that WeaponStance. How annoying. I don't suppose there's any way around this?
Also, how do you actually modify what the weapon does? (Its range, its damage, whether it's a melee weapon, etc.)
Edit 2: I should stop asking questions I'm capable of partially answering myself. :P For AIs, some of these properties (like expected range) are under AIWeapon - I was looking under Weapon. Damage for melee weapons is Weapon->WeaponStimulus (for damage type) and Weapon->WeaponStimulusAmount (for damage amount). I did find damage for projectile weapons, but I can't find it again now.
Score one for not being observant... :tsktsk: