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Re: Import .WMP into MED with all textures intact?
[Re: Galen]
#98512
11/13/06 23:13
11/13/06 23:13
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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Well, the problems not what I expected and it beats me. And no it wont matter if you use two different image formats.
Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide.
A stitch in time saves nine... what the hell does that mean?!?
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Re: Import .WMP into MED with all textures intact?
[Re: Galen]
#98515
11/14/06 12:44
11/14/06 12:44
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Joined: Sep 2005
Posts: 80 Missouri, USA
Thickheaded
Junior Member
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Junior Member
Joined: Sep 2005
Posts: 80
Missouri, USA
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Towelie, Could you explain for my benifit what F11 and the red gridlines are for and how they help? I have always thought it was a neat thing but never got any use out of it.
Thanks! j
It's expensive bein stupid...
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Re: Import .WMP into MED with all textures intact?
[Re: Galen]
#98516
11/14/06 13:52
11/14/06 13:52
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Joined: Aug 2005
Posts: 336 Connecticut
Galen
OP
Senior Member
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OP
Senior Member
Joined: Aug 2005
Posts: 336
Connecticut
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To top everything off, when I try to build my level as one large level of blocks (as opposed to "chunks" of entities from separate builds of pieces of the level), at the very end I get a "Map Compiler has encountered an error and will have to close. Send Error report?" message. This happens consistently, it happens in 6.4 and 6.5, and happens even after I uninstalled and re-installed GS, checked for viruses, etc. I should mention that it only seems to happen when I try to build the level with all blocks set to "detail" and/or "passable" in an attempt to speed up the build (otherwise it takes forever). It seems to get to the very very end of compiling after running through the various loops of calculating nexus, portals, intersecting detail blocks, etc, many times, and then it gives the error listed above. I really have no idea what to do next. I think I'll try compiling the entity "chunks" with detail" and "passable" set for each, then compile as one huge level of entities and see if that makes any difference at all. Suggestions would be welcome...
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Re: Import .WMP into MED with all textures intact?
[Re: Galen]
#98519
11/16/06 01:11
11/16/06 01:11
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Joined: Aug 2005
Posts: 336 Connecticut
Galen
OP
Senior Member
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OP
Senior Member
Joined: Aug 2005
Posts: 336
Connecticut
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PROBLEM SOLVED!!!!!!!!! Ever have one of those real forehead-slapping moments? I just had a big one. Turns out the problem wasn't with GameStudio (JCL, you'll be pleased, maybe, to confirm that there appears to be no entity-limit problem in WED like I described as seemed to be happening to my project, nor any difference between version 6.3 and 6.4 (or 6.5) as was the coincidence when my level-loading issues started), and it wasn't anything wrong with my level, per se. The problem was my SCRIPT. As soon as I removed it from the Map Properties, I was able to load my built wmb with no problem. This has been a problem for me for the better part of a year. Yes, I'm that dim when it comes to scripting, I freely admit it. I'd cobbled my level script together from recommendations from others and from the wiki, and parts seemed to work, and then I must have added something that killed the level load and I didn't realize it. So, anyway, I can now resume work on my project, full-steam ahead. 2 years' worth of work NOT down the drain is a huge, huge relief... 
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