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The Last Bastion [HAMMER] flopperr999 HELP NEEDED [bmw]
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flopperr999
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 PostPosted: Sat May 16, 2009 6:01 am    Post subject: Reply with quote Back to top

SubDrag wrote:
Is it in .obj format? First step is to get it converting with the bmps, etc, into GoldenEye format using the convert to bgfile feature in visual editor.

Yes, it's in .obj. The .bmp's are converted to 256-Color bitmaps, etc etc, the problem is, whenI save RoomIndices2, I get an error

Couldn't find texture.

Now the only thing I can think of is it wasn't listed in textures.txt by accident, but it is. Help?
 
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SubDrag
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 PostPosted: Sat May 16, 2009 7:02 am    Post subject: Reply with quote Back to top

Your bmps in the .mtl must be in the same folder, and the path to them must not include and ../ or any / or anything like that. And yes must be in textures.txt the same name
 
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flopperr999
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 PostPosted: Sat May 16, 2009 7:27 am    Post subject: Reply with quote Back to top

I made sure of all that, I still get the error.
 
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SubDrag
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 PostPosted: Sat May 16, 2009 8:58 am    Post subject: Reply with quote Back to top

Did it say which texture?
 
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flopperr999
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 PostPosted: Sat May 16, 2009 9:01 am    Post subject: Reply with quote Back to top

The first one:

bastion1_texture_0.bmp
 
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SubDrag
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 PostPosted: Sat May 16, 2009 10:11 am    Post subject: Reply with quote Back to top

I think you're going to have to post your zip, but it's likely either not in textures.txt, the path is wrong to it, or it's in the wrong format.
 
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flopperr999
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 PostPosted: Sat May 16, 2009 1:04 pm    Post subject: Reply with quote Back to top

About to PM it.

EDIT: PM'd. I PM'd it because it contains the ROM with Bastion images added.
 
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flopperr999
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 PostPosted: Tue May 19, 2009 1:24 pm    Post subject: Reply with quote Back to top

Ok, got this mess all sorted out. The bottom line is I need to split this map into two rooms. I'll try to get on this asap so this can be released as quickly as possible !!!
 
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flopperr999
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 PostPosted: Thu Jul 02, 2009 5:13 am    Post subject: Reply with quote Back to top

Got this split up into two rooms, and it's imported into the Editor. Much thanks to Entropy Soldier, couldnt've done it without him ! I'm unfamiliar with portals, so it'll be a few weeks still. Just letting ya all know this is still being worked on
 
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bmw
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 PostPosted: Thu Jul 02, 2009 10:33 pm    Post subject: Reply with quote Back to top

If its only 2 rooms, portals will be a breeze. Once you get your clipping done, try doing the auto-portaling - that should give you a good start. If the borders between your rooms are all clipped, the only thing you should have to do after that is adjust the vertical height of your portals.
 
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Wreck
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 PostPosted: Thu Jul 02, 2009 11:00 pm    Post subject: Reply with quote Back to top

That's great news, Flopperr.
I'm really happy to see that this project is still in the works. It looks like it'll be a great multiplayer map, one in which I hope to play sometime. Smile
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flopperr999
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 PostPosted: Fri Jul 03, 2009 7:12 am    Post subject: Reply with quote Back to top

bmw wrote:
If its only 2 rooms, portals will be a breeze. Once you get your clipping done, try doing the auto-portaling - that should give you a good start. If the borders between your rooms are all clipped, the only thing you should have to do after that is adjust the vertical height of your portals.


BMW: You see when E-S was helping me with this, he suggested doing that. However he said my rooms needed to be aligned perfectly, which they weren't. Actually, when I imported them, they were overlapping/intersecting each other Surprised Sad If its easy to explain how to perfectly align rooms, that'd be great, because then I could Auto-Portal.

Wreck: Thanks ! Smile
 
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bmw
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 PostPosted: Fri Jul 03, 2009 4:27 pm    Post subject: Reply with quote Back to top

I'm a little curious as to how you compiled your rooms - you used hammer, right?

If your rooms were properly aligned and you did nothing more than create a null texture wall to split up your rooms and compile each separately, they should still be aligned correctly so long as you give them identical room positions in the room positions file.

If you could explain exactly how you compiled this map maybe somebody here can help you fix it (btw - are your rooms perfectly aligned in hammer? If so you don't have to recompile - you just have to figure out the correct room center coordinates to assign room #2 )
 
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flopperr999
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 PostPosted: Tue Aug 03, 2010 5:37 pm    Post subject: Reply with quote Back to top

Just wanted to let everyone know that I just starting working on this again yesterday and today. To be honest, I probably made more progress with this map than I ever had for the 4+ months I worked on it.

I deleted about 1/4 of the map, optimizing it for better gameplay..

The problem I have run into is simple...I can import the BG with textures into the editor just fine...its just the map is sideways.

Is there any way to rotate a room by entering the exact amount of degrees I would like the room rotated, as well as the axis to be rotated about, without using the "sketchy" rotation tools? (The Green and Blue arrows.)

(I've already tried to right click the room in Edit Room Positions>Rotate>90 Deg X--Those rotation tools don't seem to work very well..)


EDIT: False alarm everyone, accidently Converted Obj to GE Room (and add textures file) when I should have Converted Obj to GE Room Axes Swapped (and add textures file).

Now to clip this thing up...


Last edited by flopperr999 on Wed Aug 04, 2010 3:57 am; edited 1 time in total
 
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EternallyAries
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 PostPosted: Tue Aug 03, 2010 7:36 pm    Post subject: Reply with quote Back to top

Cool i cant wait to see what this level looks like.
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