massimilianogoi on 5/11/2008 at 23:28
Quote Posted by ShadowSneaker
Errorwise, all I get with T3Ed is the right mouse button not bringing up the menu when I click on something and the mouse wheel not working. Mouse wheel can be fixed by opening and closing a browser window, right mouse button I have to close T3Ed altogether.
SS
Maybe, if I remember right, you can otherwise do a save to the map, and the wheel should return functionally.
Caradavin on 6/11/2008 at 03:53
:p Beleg, better than starting another new thread, which seems to be discouraged. :p
Shadow, the error comes up when I hit the save button. It says something to the effect of a skin not being published and it names the texture with path in quotes. Then it asks for an Ok or cancel. I believe it also warns that if I save it without publishing, then the texture will be lost when I reopen the editor - which is what happens.
Anyway, my original question of whether to do it or not remains - but the patrons of the editor forum seem fewer compared to the many years ago when I was on the forums, so I end up with questions while editing that come quicker than the replies.
Oh, and when that cursor thing happens to me, I do a Build All and it comes back (it does not happen much). I do that when changes won't show in the editor or on the map, as well, which seems to increase as the level increases.
Beleg Cúthalion on 6/11/2008 at 14:37
Quote Posted by ShadowSneaker
The size one of my missions is at the moment, it takes three and a half minutes to do a navmesh build so I always leave that until I have added any new AI's to the map.
For my as-big-as-Dayport map it takes app. three minutes after I did a huge re-work of all nav mesh subtracted SMs and "the volume way" from that point on. Really saves time and makes BuildAll less unpopular
Quote:
While we're on the subject : is it necessary to do a navmesh build every time you add a new AI and patrol path, or only when you have made some new terrain for them to walk on?
The latter. Luckily a later change of the navmesh is being considered by the (new) patrol path.
Caradavin on 6/11/2008 at 15:19
:nono:
Then I am doing something mega-wrong. First, I do not and have never had the option to name a skin on a mesh. I've been racking my brains trying to find that, all I get is a pull-down menu which only lists the skins that were already available.
Things were going well, until I used the highly recommended vertex editing. Pshaw! Now, everything is so screwed up, I don't know if I will ever be able to fix it. It is the biggest brush of the mish, and it is beyond crooked on every edge. The more I tried to fix it, the more BSP holes I got. I tried switching the order and that made the entire brush a bsp hole! :mad: Now, I just have a long section of hole that I just can't seem to make disappear. You can imagine my frustration of minimizing a bsp holey-arse brush to just one section. I think I have a tic.
Then, I finally start nav meshing and subtracting, and now my pathbuilding takes over five minutes, typically taking forever on the links area (over 9000 links??? WTF?). I'm not sure wth is going on. I can't even get the AI to navigate the stairs (which I have beautifully nav meshed) unless I have them chase me....I think I need a break....:grr:
I very rarely do Build-Alls, and only as a last resort. Thanks for the tip on saving first.
Beleg Cúthalion on 6/11/2008 at 16:00
So, first, you don't have this option after re-painting a static mesh?
(
http://s9.directupload.net/file/d/1605/njissv44_jpg.htm)
Inline Image:
http://s9.directupload.net/images/081106/temp/njissv44.jpgSecond, if your brushes are problematic, press W in all 2D windows to make the SMs disappear, select a 16er grid, go to vertex editing mode, select every single (!) corner of your brush (or at least two behind each other) and press Alt+RMB to make it snap to grid. If you select two of them, it might be possible that only one snaps to grid and the other, if off-grid, will be placed according to its former distance to the first one. However, you can check its placement quite well with zooming in.
Make sure Toggle Vertex Snap, Toggle Drag Grid and ~Rotation Grid are on (next to the grid size field on the bottom).
Align every brush that looks off grid this way, or at least the buggy ones. About stairs and NavMesh, read Krypt's tutorial on the wiki.
Beleg Cúthalion on 6/11/2008 at 20:55
...to use nav mesh subtraction volumes to add or subtract to/from the navmesh instead of giving meshes the according properties. We had that one a few days ago, hadn't we? :weird:
ShadowSneaker on 6/11/2008 at 23:03
Since you said you had done a "rework" I thought you had found a new method of doing it.
SS
Beleg Cúthalion on 6/11/2008 at 23:04
Re-working consistes of selecting every SM in sight and changing all its navmesh-related properties to false. :p It kind of worked. Hopefully.
jtr7 on 6/11/2008 at 23:32
Whew!:sweat: