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Re: Help! Several issues with WED! [Re: CyberGhost] #442959
07/06/14 21:05
07/06/14 21:05
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DLively Offline
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make sure you use PRAGMA_PATH where applicable.

Your Project folder will contain all your work files - When you run the map compiler it creats several extensions branched off your level name. You wan map.wmb for loading a level.

Make sure you are using the correct coding for your includes -> as noted above there are two types.

Quote:

There are TWO KINDS OF INCLUDES:

#include <mtlFX.c> //Default files
#include "thisoniscustom.c" //custom files



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Re: Help! Several issues with WED! [Re: DLively] #442960
07/06/14 21:25
07/06/14 21:25
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The lit part of the Truth
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CyberGhost Offline OP
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The lit part of the Truth
Everything is alright in the script and I really know the difference between includes (using 3DGS for nearly a year grin ).

The problem really bothers me. I can't even add models, sprites or anything because after I click Add Model from right-click list, it should show ALL subfolders ,right? No. It shows ONLY the subfolder in which the level is which normally contains levels only (no models or sprites ..etc.)

Nice tutorial btw wink ...

EDIT:

Originally Posted By: DLively
When you run the map compiler it creats several extensions branched off your level name. You wan map.wmb for loading a level.


Do you mean that .$$M thing? Even map compiler compiles into it. What is it anyway? I used to make levels ,but there was no such thing

Last edited by CyberGhost; 07/06/14 22:56.

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Re: Help! Several issues with WED! [Re: CyberGhost] #442967
07/07/14 00:05
07/07/14 00:05
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like I mentioned, when you compile a level, (level.wmp) for example, it will create several extentions in your project folder. such as -> WMB, $$M, $$p, $$w... You only need to concern yourself with the wmb file, as it is the file used to load the level through script.

where are your models placed? in a subfolder? if so you will need to have PRAGMA_PATH set up so te script can find those models.

Otherwise, you should take care to ensure everything is in the correct project folder, and that you didnt accidently save it to an arbitrary file, or location.


Ps. Thanks. Spent many hours on that tut laugh

EDIT: Look into pragma path wink

Last edited by DLively; 07/07/14 00:07.

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Re: Help! Several issues with WED! [Re: DLively] #442968
07/07/14 01:17
07/07/14 01:17
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The lit part of the Truth
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CyberGhost Offline OP
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The lit part of the Truth
Originally Posted By: DLively
like I mentioned, when you compile a level, (level.wmp) for example, it will create several extentions in your project folder. such as -> WMB, $$M, $$p, $$w... You only need to concern yourself with the wmb file, as it is the file used to load the level through script.


I think there is NO .wmp(p) file directly or maybe it's kinda 'level.$$M.wmb(p)' ,right?


Originally Posted By: DLively

where are your models placed? in a subfolder? if so you will need to have PRAGMA_PATH set up so te script can find those models.


I am sure I did the include and PRAGMA_PATH stuff right. I know I should do something ,but can't remember it.


Originally Posted By: DLively

Otherwise, you should take care to ensure everything is in the correct project folder, and that you didnt accidently save it to an arbitrary file, or location.


I am sure everything is correct. Normally, the problem is as follows:

WED deals with subfolder called 'levels' (in which the level files are in) as the WORK directory. Not only that, but when I add a path for the REAL work folder, ALL needed paths are added once and TREATED AS WDL RESOURCES ,so I can't add any models, sprites, sounds or anything

Originally Posted By: DLively

EDIT: Look into pragma path wink


grin
Man, I swear it is not PRAGMA_PATH! LOL

Last edited by CyberGhost; 07/07/14 01:18.

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Re: Help! Several issues with WED! [Re: CyberGhost] #442970
07/07/14 02:23
07/07/14 02:23
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DLively Offline
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.WMB

level_load("thislevel.wmb"); will run your level. Ignore all other extensions -> Lets not discuss the other extentions - If you compiled your level its there.

Perhaps a small example of the first few lines of your main script, which include the includes, pragmapaths, and the first level load - any strings that are fixed to the level load..


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Re: Help! Several issues with WED! [Re: DLively] #442993
07/07/14 14:59
07/07/14 14:59
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The lit part of the Truth
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CyberGhost Offline OP
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Look, the situation changed. I can load models, sprites and all kinds of stuff into WED. But the problem is: I CAN'T TEST RUN THE LEVEL. I can load that level in the main script. So, that's not a REAL PROBLEM ,but it is still a problem 'cause I haven't yet started scripting anything concerning the level ,but still want to test it.

Ok, here's my PRAGMA_PATH code:

Code:
#define PRAGMA_PATH "models";
#define PRAGMA_PATH "levels";

#define PRAGMA_PATH "levels/game_startup";

#define PRAGMA_PATH "levels/chapter_1";
#define PRAGMA_PATH "levels/chapter_1/mission_1";

#define PRAGMA_PATH "levels/map_entities";
#define PRAGMA_PATH "levels/map_entities/bed1";

#define PRAGMA_PATH "terrains";
#define PRAGMA_PATH "scripts";
#define PRAGMA_PATH "sprites";
#define PRAGMA_PATH "sprites/GUI images";
#define PRAGMA_PATH "sprites/GUI images/Out game";
#define PRAGMA_PATH "sounds";
#define PRAGMA_PATH "fonts";




This image might give you more info about my issue:





I really can deal with it. I can just copy models to every level folder, then after I finish building my FASCINATING level, I just wipe out all the BAD models. "GET OUT ,EVIL MODELS!! YOU GOT MY BRAIN COLLAPSING!! mad "


Btw. Can you tell me of any site offering FREE and COMMERCIAL terrains? 'cause I think they are the hardest-to-get resources grin


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Re: Help! Several issues with WED! [Re: CyberGhost] #443064
07/08/14 18:50
07/08/14 18:50
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#define PRAGMA_PATH "path";
A7.10 Looks for include and other files in the given path when they are not found in the current folder. This is similar to the PATH statement in a project file, with the exception that paths given by PRAGMA_PATH are also used for include files. Example:
#define PRAGMA_PATH "%EXE_DIR%\Map-Editor\Scripts";
Remarks
Paths will be searched in the given sequence. They are relative to the current work folder. In order to be able to copy your project to different locations, use relative paths for all files belonging to your project, and absolute paths for all files that are on an absolute location on your hard disk (like template scripts).
If the path begins with "%EXE_DIR%", it's a subfolder of the program folder (like "%EXE_DIR%\templates\images"). Apart from that, do not use special characters or spaces in your folder names.
Theoretically you can specify up to 32 PATH names, but it's better to stay well below that limit. Each folder is searched in sequence until a given file is found, so having lots of paths can increase the project startup time.
PRAGMA_PATH is only evaluated during compilation. In a published project, all files are placed in the project folder by default. For using subfolders in a published project, either add them at runtime through add_folder(), or use a .wdl project file.
Paths can be read by external applications through the pPaths array.
Paths, just like variables, file or object names, must not contain spaces.

Quote:

#define PRAGMA_PATH "sprites/GUI images/Out game";


I just make my terrains laugh


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Re: Help! Several issues with WED! [Re: DLively] #443065
07/08/14 18:52
07/08/14 18:52
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DLively Offline
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GET RID OF THE SEMICOLINS.


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Re: Help! Several issues with WED! [Re: DLively] #443074
07/08/14 19:58
07/08/14 19:58
Joined: May 2014
Posts: 179
The lit part of the Truth
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CyberGhost Offline OP
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The lit part of the Truth
Originally Posted By: DLively
GET RID OF THE SEMICOLINS.


Really? I remember someone who had another opinion!


Originally Posted By: DLively
#define PRAGMA_PATH "path";


wink


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Re: Help! Several issues with WED! [Re: CyberGhost] #443075
07/08/14 20:43
07/08/14 20:43
Joined: Apr 2005
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DLively Offline
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Doesnt matter what I copied from the manual. Experience reminded me that your use of semicolins is the problem. did that fix it?


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