A very good question to all mappers [message #52038] |
Sun, 19 October 2003 14:59 |
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TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
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i made my naval map for Red alert2: vengeance, wich is a total convertion for renegade.
In this mod you will have navals stuff. So i started the first naval map for our mod. water is in, bumb stuff also, naval vehicle hidden plane having as option:2 sided, hide and vehicle collision checked. well th emap is done and is ok.. but there is an odd problem.
In gmax i export my map as w3d files (select renegade terrain), open it in commandos editor, modify the map (add usual stuff like building controlers, subs, ground vehicles.. etc), then i hide some mesh to compute vertex solve, save then export. when i try it in renegade all work fine, i can walk averywhere without any problems; seem in commandos editor when i was editing it the first time.
The problem is when i close the map in commandos editor,(by changing map or closing commandos editor), and i reopen it (.lvl file) all the colision is messed up! some part there is no physical colision on .. but weapon colision is on!!??
i also tried to modify the map for th efirst time, save, modifiy(without closing the map), save.. etc it worked, but why when i close the map then reopen it in lvl edit the collision system is messed up?
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
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A very good question to all mappers [message #52767] |
Sat, 25 October 2003 23:50 |
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Cpo64
Messages: 1246 Registered: February 2003 Location: Powell River, B.C. Canada
Karma: 0
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General (1 Star) |
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I don't know, but I have an idea. Okay, you said you are temperarly hiding things when you are doing vertex solve right?
My sugestion is, take that stuff which you are hiding, put it in a diffrent w3d, and then add it into the level after you do the vertex solve.
If you need me to be more detailed just ask, its late, and I am well, uh...
..zzZZ ..zzZZ
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A very good question to all mappers [message #52811] |
Sun, 26 October 2003 18:15 |
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TheKGBspy
Messages: 96 Registered: April 2003
Karma: 0
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i did some more test.
i did this process on another computer:
1- export map as .w3d
2- go in lvleditor and create a new terrain template
3- click make and saved lvl
4- click new map
5- reload the saved map
about 98% of the time the bug is made!
is that because i have too much bumb stuff? why some part would have a physical collion off even if its checked in renX?
Ra2: Vengeance Project lead(it's Dead... sorry)
An empty Ghost since 2005.
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