Level exporting

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0m3g4Muff1n987




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Post by 0m3g4Muff1n987 »

I can export it fine. My problem was i had too many objects instead of just one big "level" object.

BTW guys I have another problem. When I opened my map in sapien and ran radiosity, I saw the map but it was covered in twilight. I guess it was because I never opened any part of the map to the sky.

But how do I fix it? I tried going into gmax and making the polygons at the top of the level have a material id of 6, and I made a new material called +sky and reexported the map, but when I got it back into sapien it looked the same as before. And around the map, I could see no sky, it was just a really dark purple kind of color. No halo, no clear afternoon, nothing. And I DID choose a sky!

Did I mess up? Or, is there a way to light the map using some kind of scenery? If so what?
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Post by darkmummy9 »

TomClancey wrote:
darkmummy9 wrote:geek squad..............GEEK SQUAD........ YOU WANT TO WORK FOR GEEK SQUAD........................

were i live geek squad gives you a horrible rep because almost all people in geek squad are fat were i live
That made absolutely no sense except for the fat part..

I going to work there because I'm very computer knowledgeable and it pays good money.

That's all I'm going to say about this to keep this from being further derailed. I suggest you do the same darkmummy..
ok dude i know a shit load about computers to ive fixed my dads computer when he didnt know what the hell went on with his.
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Post by darkmummy9 »

0m3g4Muff1n987 wrote:I can export it fine. My problem was i had too many objects instead of just one big "level" object.

BTW guys I have another problem. When I opened my map in sapien and ran radiosity, I saw the map but it was covered in twilight. I guess it was because I never opened any part of the map to the sky.

But how do I fix it? I tried going into gmax and making the polygons at the top of the level have a material id of 6, and I made a new material called +sky and reexported the map, but when I got it back into sapien it looked the same as before. And around the map, I could see no sky, it was just a really dark purple kind of color. No halo, no clear afternoon, nothing. And I DID choose a sky!

Did I mess up? Or, is there a way to light the map using some kind of scenery? If so what?
you messed it up big time im a nooby at mapping but did you make shaders? did you properly structure your bsp?
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Post by TomClancey »

darkmummy9 wrote:
ok dude i know a **** load about computers to ive fixed my dads computer when he didnt know what the hell went on with his.
Calm down. Jeez...

The way your typing it seems you have some personal vendetta aganst me or something..

Also, I didn't say anywhere in my post that you were stupid, now did I?

Now, to stop from further derailing of this thread, PM me if you want to discuss this further.

Oh, and by the way, don't double post.
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0m3g4Muff1n987




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Post by 0m3g4Muff1n987 »

SHADERS!? :shock: :shock: :shock:
JK of course. And I'm exporting it again now, it seems that the material ID was set to 10 for some reason :? But it should be fine now. I'll post back in maybe like an hour or something
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Post by 0m3g4Muff1n987 »

Alright WTF the level still isn't lit. I double checked the gmax file and it's all the way it should be. I just ran radiosity and it looks the same as before. What's wrong?
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Post by 0m3g4Muff1n987 »

Ooh ok sorry for the triple post but I compiled my scenario with an added spawn point, and I got to the top of the level where it was supposed to be open to the sky, and I saw that... it was gray, gray like it looked like in Gmax. In Gmax it was supposed to be blue, the diffuse color I set for that material.

Something went wrong with the +sky material, it malfunctioned or something. Does anyone know how to fix this? Has it ever happened to anyone before? In gmax it should've shown a blue color for the top of the level. But it didn't in Gmax and it isn't letting light through in Halo. How is this fixed?

Does the +sky material have to be the first one? I don't know. The weird thing is, in gmax the material ID for all the faces in the top of the level are set to 6, the +sky material. It's still not showing blue. WTF is going on?



EDIT: I've figured it out. For sure this time. Alright... it's not showing up because before I changed the material ID it had a UVW map on it. Now all I need to do is remove the UVW map. How do I do that? If I can do that my map will have no more problems.
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Post by darkmummy9 »

i thought double post was bad but TRIPLE POST
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Post by 0m3g4Muff1n987 »

I know but this map is pissing me off... I remade it 3 times, trying to get the sky to work, segmenting it, tesselating it, trying everything, when it exports, the map is still dark, and when it doesn't export it gives me the out of memory error. So it's saying I messed up-but I didn't.
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Post by darkmummy9 »

ok ok ok listen to me now i did a map i made a plain old box with hills and mountains didnt change top i just textured it and away i went
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Post by 0m3g4Muff1n987 »

But you made the top material +sky didn't you?
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Post by ![DX]Link! »

Did you reference the sky in your enviroment shader? If so, after running radiosity did you type in radiosity_save?
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Post by 0m3g4Muff1n987 »

I made a shader for each bitmap. There were 5. 5 shaders and five bitmaps. And yes, I did type radiosity_save. It lit the level, but only with an extremely faint purple glow, and it can only be seen from a distance. Anything close is too dark to see.

My problem isn't any of this. I need to learn how to remove the UVW map. That's my problem. If I do that, I can apply the +sky material easily. But since it already has a UVW map on it I can't apply any material that isn't a texture.
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