Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
3 registered members (Ayumi, NewbieZorro, TipmyPip), 13,887 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: Import .WMP into MED with all textures intact? [Re: Galen] #98512
11/13/06 23:13
11/13/06 23:13
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
Serious User
Towelie  Offline
Serious User

Joined: Feb 2005
Posts: 1,785
Jesusland
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?!?
Re: Import .WMP into MED with all textures intact? [Re: Towelie] #98513
11/13/06 23:29
11/13/06 23:29
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline OP
Senior Member
Galen  Offline OP
Senior Member

Joined: Aug 2005
Posts: 336
Connecticut
Thanks for looking. If this option for exporting .wmp to MED with full texture support/retention does pan out, then I'll just do that with all my major architecture and re-assemble my level as models and build my level that way...hopefully.

Re: Import .WMP into MED with all textures intact? [Re: Galen] #98514
11/13/06 23:45
11/13/06 23:45
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline OP
Senior Member
Galen  Offline OP
Senior Member

Joined: Aug 2005
Posts: 336
Connecticut
I guess I should also ask--how does the import/export function look in the 6.53 beta in terms of model integrity as well? What I mean is, I just tried the import in MED with 6.50, then saved it as a model which I then added in WED, and the normals seems rather messed up--a lot of surfaces that were otherwise visible now appear to have had their normals flipped. That could take a long time for me to fix in MED if I have to try to find them all and fix them before importing into WED. In fact, the normals *appear* to be okay in MED, so maybe something goofy is going on with WED upon import?

Re: Import .WMP into MED with all textures intact? [Re: Galen] #98515
11/14/06 12:44
11/14/06 12:44
Joined: Sep 2005
Posts: 80
Missouri, USA
T
Thickheaded Offline
Junior Member
Thickheaded  Offline
Junior Member
T

Joined: Sep 2005
Posts: 80
Missouri, USA
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...
Re: Import .WMP into MED with all textures intact? [Re: Galen] #98516
11/14/06 13:52
11/14/06 13:52
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline OP
Senior Member
Galen  Offline OP
Senior Member

Joined: Aug 2005
Posts: 336
Connecticut
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...

Re: Import .WMP into MED with all textures intact? [Re: Galen] #98517
11/15/06 04:05
11/15/06 04:05
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
Serious User
Towelie  Offline
Serious User

Joined: Feb 2005
Posts: 1,785
Jesusland
Quote:

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.




You knwo when compiling you map, it says 'tesselating surfaces?' This is what this is doing, and the red lines are the level polygon tesselation.

Galen: Beats me... But it works with 3.3?


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?!?
Re: Import .WMP into MED with all textures intact? [Re: Towelie] #98518
11/15/06 13:52
11/15/06 13:52
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline OP
Senior Member
Galen  Offline OP
Senior Member

Joined: Aug 2005
Posts: 336
Connecticut
It did, yeah. Then as soon as I upgraded from 6.3 to 6.4, it stopped working.

By the way, how does one move the camera in the preview and build modes in 6.5? I can no longer move around in preview...

Re: Import .WMP into MED with all textures intact? [Re: Galen] #98519
11/16/06 01:11
11/16/06 01:11
Joined: Aug 2005
Posts: 336
Connecticut
Galen Offline OP
Senior Member
Galen  Offline OP
Senior Member

Joined: Aug 2005
Posts: 336
Connecticut
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...


Page 2 of 2 1 2

Moderated by  HeelX, rvL_eXile 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1