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[PROBLEM FIXED]: New level: Convert obj. to GE room
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quaternio
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 PostPosted: Fri Jul 22, 2011 10:25 am    Post subject: Reply with quote Back to top

SubDrag wrote:
Auto-portal is only supposed to be a first step, the rest is alas manual. Add portals, set room one and room two of each, resize, move, etc.


Have the portals to be exact at the beginning of the new room?

And do portals have to be in windows?



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SubDrag
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 PostPosted: Fri Jul 22, 2011 11:06 am    Post subject: Reply with quote Back to top

Need to be exact for clipping boundaries but not windows. Portals are to seefrom one room into another so use a portal for windows to see thru it.
 
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quaternio
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 PostPosted: Fri Jul 22, 2011 12:09 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Need to be exact for clipping boundaries but not windows. Portals are to seefrom one room into another so use a portal for windows to see thru it.


OK, I've already inserted portals everywhere.

But when I try to play my level, Project64 crashes immediately.
(I already added a 00 preset start point, of course.)

What should I do now?



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quaternio
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 PostPosted: Fri Jul 22, 2011 2:31 pm    Post subject: Reply with quote Back to top

It crashes althought I inserted objectives, camera presets, start swirl presets and even watch time Sad

I don't know what to do now...
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 PostPosted: Fri Jul 22, 2011 3:33 pm    Post subject: Reply with quote Back to top

Did it work pre portals? Start simple and work your way up.
O
 
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quaternio
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 PostPosted: Sat Jul 23, 2011 12:20 am    Post subject: Reply with quote Back to top

SubDrag wrote:
Did it work pre portals? Start simple and work your way up.
O


No, it didn't work even at the beginning where I clipped only one room.

Why could Project64 crash? When I debug, it says "Access violation".


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 PostPosted: Sat Jul 23, 2011 5:24 am    Post subject: Reply with quote Back to top

What you have to do is make the bgfile, then clip one room, and setup is one pad, just a startp point in there, make sure doesn't crash. If it does, it's bgfile. Ten import whole clipping, if it crashes, it's clipping. Then import setup, then it's setup and delete all action blocks and objectives, just objects, then bring em back when get it working.
 
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quaternio
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 PostPosted: Sat Jul 23, 2011 5:41 am    Post subject: Reply with quote Back to top

SubDrag wrote:
What you have to do is make the bgfile, then clip one room, and setup is one pad, just a startp point in there, make sure doesn't crash. If it does, it's bgfile. Ten import whole clipping, if it crashes, it's clipping. Then import setup, then it's setup and delete all action blocks and objectives, just objects, then bring em back when get it working.


It already crashes when I import the bgfile.

I made all levels with Hammer, then converted them to .obj with Crafty and after that I imported them with the option "Convert .obj to GE Room Axes Swapped (and add textures file).

I did this with all 16 levels.


And what do you mean with "Setup is one pad"?



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 PostPosted: Sat Jul 23, 2011 6:05 am    Post subject: Reply with quote Back to top

Don't make full setup file just one start point pad in one clipped room to ensure bgfile is good then test clipping then setup. Incremental process.
 
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quaternio
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 PostPosted: Sat Jul 23, 2011 6:11 am    Post subject: Reply with quote Back to top

SubDrag wrote:
Don't make full setup file just one start point pad in one clipped room to ensure bgfile is good then test clipping then setup. Incremental process.


I didn't make anything except the start point - it's crashing Sad

Perhaps it crashes because when I imported some levels another warning with exceeding u coordinates popped up?


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 PostPosted: Sat Jul 23, 2011 10:44 am    Post subject: Reply with quote Back to top

Clipped thr room right? Was lighting deleted before export bgfile.
 
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quaternio
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 PostPosted: Sat Jul 23, 2011 10:46 am    Post subject: Reply with quote Back to top

SubDrag wrote:
Clipped thr room right? Was lighting deleted before export bgfile.


I clipped the whole room floor using the built-in option.

And how to delete lighting? I'm sure I didn't delete lighting, I only followed your tutorial to Hammer importing on Goldeneye Vault.

I deleted all portal information and imported the emptyclipping.bin.


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 PostPosted: Sat Jul 23, 2011 2:41 pm    Post subject: Reply with quote Back to top

You might have to zip up your files and link us to them (probably via Private Messaging, since you won't want your map made public so soon). There's only so much we're able to do from the outside, unfortunately.

"emptyclipping.bin" sounds like there is no clipping, which would definitely cause the level to crash during loading.
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quaternio
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 PostPosted: Sun Jul 24, 2011 1:13 am    Post subject: Reply with quote Back to top

Wreck wrote:
You might have to zip up your files and link us to them (probably via Private Messaging, since you won't want your map made public so soon). There's only so much we're able to do from the outside, unfortunately.

"emptyclipping.bin" sounds like there is no clipping, which would definitely cause the level to crash during loading.


OK, I sent you the files per PM.

Emptyclipping.bin seems to have to be imported the first time when I had no clipping. At least this step was in the Hammer tutorial from Vault.

Of course I clipped the whole level. The clipping is in the file "clipping.bin"

BTW:I think in some days I'll release the whole setup, when I've already made it.

I decided to make it official, so everyone can help me.
LINK: http://www.mediafire.com/?zcheq4bx0vec88i
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quaternio
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 PostPosted: Mon Jul 25, 2011 6:48 am    Post subject: Reply with quote Back to top

What does this error message mean?



It pops up when I try to convert the 1st room and I thought the cause of this would be the size of the .obj, but I divided it into 4 smaller rooms and a similar message pops up. I think this is the cause why my level crashes.


And thank you all for your help so far! You've all helped me a lot and I hope you can help me to solve this problem, too.



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