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Sapien: Game Window and Radiosity Help

Posted: Sun Dec 19, 2004 1:17 pm
by Drugged Up Squirrel
When i look at the game window after loading a scenario, all i see is a navy blue background. I can see the dialog and radiosity stuff. I try looking at my sky, but when i use the middle mouse button, and i click somewhere, then move the mouse, then unclick, the cursor is in the same spot as it was in the beginning. In the HEK video tut it actually moves.

Also, when i run radiosity, the three numbers are just 0.000000 and not odd numbers, so they dont count down or anything. did i do something wrong? Help please!

Thankie

Posted: Sun Dec 19, 2004 4:11 pm
by Excal
They don't have to count down. Maybe you have a fast comp and it completed it instantly. Did you try "radiosity_save"? That should take away the blue background. I'll add this to my FAQ later.

Posted: Sun Dec 19, 2004 4:33 pm
by Pie
lol...there should be a whole forum devoted to radiosity, huh excalibur

Posted: Sun Dec 19, 2004 6:25 pm
by Drugged Up Squirrel
If someone were to write a petition declaring you two mods for this sub-forum, i would sign it thrice.


THANKS!


and btw, that didnt work either. After posting this topic, i tried to do it in the splinter scenario, then i had to do radiosity_save, and THAT brought up the actual bitmapped level and everything. But in the "levelname.scenario" i dont even see the sky. its just a blue screen. Is there possibly a known cause for this problem?


Areas of the process that i didnt quite understand, but got past ( in case you can diagnose the problem with the help of these )

-Making the bitmap with the alpha layers and stuff. i used photoshop. didnt quite understand it, but it worked.

-applying the materials in gmax. The light blue material named +sky is on the map, and is visible when i look at it. The "levelname_ground" was put on there as a "planar" i think and then i adjusted its length and stuff, which resulted in a kind of tile effect that brought some undesired colors ont he mountains, but i didnt really care. Maybe that screwed it up?

-after i fooled around with radiosity in sapien, i went back to guerilla and noticed that above the sky info area, there was a little area that said:

DONT USE [_________________] [...] [OPEN]
WONT USE [_________________] [...] [OPEN]
CANT USE [ clearafternoon.sky ] [...] [OPEN]

so then i took that clearafternoon out, in hopes it would fix the problem, but it didnt..



<insert crying noises here>

Posted: Sun Dec 19, 2004 6:28 pm
by Pie
me and excalibur?

we were once talking about how we pwn the basic CE forums....

lol jk

Posted: Sun Dec 19, 2004 6:36 pm
by Drugged Up Squirrel
Aye, your about the only people who frequently help people here. Really though, you two should ask about it.


^edited above post^

Posted: Sun Dec 19, 2004 6:49 pm
by Pie
i noticed the above post and was like...that was a mad big edit lol

anyhow...

DONT USE [_________________] [...] [OPEN]
WONT USE [_________________] [...] [OPEN]
CANT USE [ clearafternoon.sky ] [...] [OPEN]

i never look at that, never had a reason..so that was not it for me ever

i was gunna ask if you made a custom .sky file, but apparently you did not....anyhow


what was that about the mountain color thing?
when the ground bitmap is applied, the best thing to do is get the UVW Map modifier and that basically straightens it out blah blah blah
then while in that take the Unwrap UVW modifier and then click the big EDIT button. Once in there you can move stuff around to alter the placing of the bitmap. i dunno if you did that or not but....meh.

Remember that your bitmap has to have a multiple of 4 (i think) like 512x512 or 256x256 or 1024x1024...you know

don't know if this helped you but i'm just trying to understand ur issue right now lol



i'm also in a rush, so if this is sloppy, lemme know



**EDIT** LOL nice sig!!!!

Posted: Sun Dec 19, 2004 7:09 pm
by Drugged Up Squirrel
ah...well...im pretty sure it was 500x500, not 512 by 512..i shall check..

*loud rustling noises, followed by screams and crashing, a toilet flushing, various fragile objects shattering, and then a car slamming its brakes, skidding into an ambulance, followed by a car alarm going off*

( that sounded much better as i was WRITING it then it did after i read it :P )


yeah, its 512x512


Like i said, the splinter.scenario was fine. when i opened it, the sky was visible. then i ran radiosity, saved it, etc. all worked fine. Thats untrue for my map though.

ON TO YOUR QUESTIONS:

The map is just like the tutorial one. large cliff thingy on the second row from the outside of the map. whenever i changed the dimensions of the 'levelname_ground' material, it sort of turned it into a grid like thing. so the edges were pulling in, and where the edge of that material ended, a duplicate kind of grew, and took on the apperance of someone puking on my mountains....ill get a screenshot after i post this..


I never used the UVW unwrap thing. it just confused the bejesus out of me, so i used the dimension adjustments instead. I took the pansy way out




I appreciate this a lot...:D

Posted: Sun Dec 19, 2004 7:15 pm
by Pie
Why not for your first working compilationg (liek i did) is don't alter the bitmap in any way. Just apply it and get it ingame. If you can do that much, then go back and alter to your liking.

if you press M for the material whatever you can select the thing and disarm the bitmap or something then like play a new one on and try that. (without altering it)

And i'll help you till you get this working lol, it's like a goal...no go to the skinning and modeling seciton and post in my massively long helpful thread for a chance that the world will notice it and how well it was made

somethign to do with textures. Feel freeto read it too lol, took me a bit to write it.

Posted: Sun Dec 19, 2004 7:20 pm
by Drugged Up Squirrel
Image
And then God said to moses; "Let there be GMAX screenshots!" and so it happened, and there was much rejoicing.



I shall try the crude basic map tomorrow. Im gonna go post in yer thread, and then hit the sack. Skewl tomorrow, skewl the next day, and Krizmuhz break after that. w00t.

thankie!

Posted: Sun Dec 19, 2004 7:54 pm
by Excal
Same here! Mmm, I smell a sig war.... :twisted:

Posted: Mon Dec 20, 2004 4:41 pm
by Drugged Up Squirrel
hmph..



Whenever i try a simple map with no shape at all, just a flat area with a hideous .tif on it, then i export it as a listner window thing, run the listener progam thing, then clip the extra stuff off of the .txt, save it as a jms, and then i keep getting edge errors. I also tried the simple cliff design, and added a little hill in the middle, and still get the errors..ill look into it more later tonight, but im oblivious to what im doing wrong..


AND BTW, WTF is the teapot in the CREATE tab for?

Posted: Mon Dec 20, 2004 4:44 pm
by Pie
*i'm a little teapot short and stout, here is my handle here is my spout....*

the 3ds max crew dances to that song a lot so they put it there

honestly, though, i have no idea.



Anyhow, what is al this .txt changing crap? i never worked with gmax, so is that NECESSARY?

why not just downloading the 3ds trial?

Posted: Mon Dec 20, 2004 7:41 pm
by Drugged Up Squirrel
They stopped streaming it, apparently the moment i learn of the HEK video tuts..




Wellllll



You run this little script called CHIMP and it lets you export a "listener window" which i dont understand, and then you kind of receive what you exported using chimp with another little program, and save it as a .txt. The text has a couple of things you have to remove ( a little flag that says chimp on both the top and bottom, no big deal ) and then save as a .jms. THEN you put the .jms where you normally would. This seems to work fine.



However, i keep getting the damned edge errors, and since i cant export a REAL .jms file, nor use gmax to read them, i am forced to start over instead of importing the .wrl and finding the precise errors, which proves to be quite time consuming ( making the exact same map over and over again ) and frustrating ( finding out the fruits of your efforts produce the same error, with a couple of different numbers ).


Frankly, the day i get my map into sapien will be a happy day indeed.



Unless someone decides to send me the setup file for the "tutorial" :twisted: