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[PROBLEM FIXED]: New level: Convert obj. to GE room
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SubDrag
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 PostPosted: Mon Jul 25, 2011 9:16 am    Post subject: Reply with quote Back to top

You need more rooms or shrink level, your coords are too large.
 
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quaternio
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 PostPosted: Mon Jul 25, 2011 10:02 am    Post subject: Reply with quote Back to top

SubDrag wrote:
You need more rooms or shrink level, your coords are too large.


I already made more rooms, but this message still pops up, anyway.


quaternio
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 PostPosted: Mon Jul 25, 2011 12:19 pm    Post subject: Reply with quote Back to top

Check your coords, each room can't have coords (from center of room) bigger than 0x27000 or something like that, whatever error said.
 
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quaternio
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 PostPosted: Mon Jul 25, 2011 12:59 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Check your coords, each room can't have coords (from center of room) bigger than 0x27000 or something like that, whatever error said.


I looked in the .obj file to check the coordinates, but there are no coordinates that exceed the limits the error box has said.


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quaternio
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 PostPosted: Wed Jul 27, 2011 12:43 pm    Post subject: Reply with quote Back to top

I think I know what is the problem!

I didn't resize the 64x64 images!
But I don't know how to do this right.
Do I have to resize them to 32x64 or to 32x32?

And what should I do after that? Do I have to correct my .obj or .mtl file then?


quaternio
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 PostPosted: Wed Jul 27, 2011 1:14 pm    Post subject: Reply with quote Back to top

Sorry it's u,v coords, so where your images are placed. If you center them on tri, it'll be fixed. It's not the biggest deal, just looks off.

64 x 64 textures won't work, need to be either 32 x 32, 32 x 6 4, or 64x32
 
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quaternio
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 PostPosted: Wed Jul 27, 2011 1:40 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Sorry it's u,v coords, so where your images are placed. If you center them on tri, it'll be fixed. It's not the biggest deal, just looks off.

64 x 64 textures won't work, need to be either 32 x 32, 32 x 6 4, or 64x32


And how to center on tri? I don't know what you mean exactly.

And does it matter if I convert a 64x64 to 64x32 or 32x32? Will I get the same result when playing the level?


quaternio
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 PostPosted: Wed Jul 27, 2011 3:10 pm    Post subject: Reply with quote Back to top

You have to do it in your model editor, a u,v coord is just too high.
 
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quaternio
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 PostPosted: Wed Aug 03, 2011 3:29 am    Post subject: Reply with quote Back to top

SubDrag wrote:
You have to do it in your model editor, a u,v coord is just too high.


I tried to set the x shift and y shift variables in Hammer to zero, but it also doesn't work. When converting, the error message appears. I don't know what to do, but I think I made something wrong. Maybe I don't have to set the shift variables to zero? Is there another way to center it on tri?


quaternio
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SubDrag
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 PostPosted: Wed Aug 03, 2011 4:28 am    Post subject: Reply with quote Back to top

The easiest way to tell which tri it is is check your import and see which ones look wrong. In model editor, if you sort of recenter how it's textured i think it usually lowers u,vs. Most model editors give you u,v #s.
 
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quaternio
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 PostPosted: Wed Aug 03, 2011 7:06 am    Post subject: Reply with quote Back to top

SubDrag wrote:
The easiest way to tell which tri it is is check your import and see which ones look wrong. In model editor, if you sort of recenter how it's textured i think it usually lowers u,vs. Most model editors give you u,v #s.


I think I don't understand Question

There are rendering mistakes (?) so that e. g. my floor and the ceiling look compressed at some places. I don't know how to recenter. In Valve Hammer Editor it seems impossible. Also it doesn't seem I can look up u and v coordinates anywhere.


quaternio
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Own level: "Lab" (work in progress)
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Own translation: http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5227
 
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quaternio
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 PostPosted: Wed Aug 17, 2011 8:50 am    Post subject: Reply with quote Back to top

After that long time I decided to take some photographs in Crafty.

Attention: These rooms are not all rooms, because there should be some things the player should discover him- or herself.

Here are the photographs:











That doesn't mean that I don't need help any more Wink
I still need help importing, so that I can insert missions, briefing, etc.

I use DeleD now, too, but DeleD doesn't seem to accept 8 bit bitmaps. Is it possible to load .obj files with 8 bit bitmaps into DeleD?

quaternio wrote:
SubDrag wrote:
The easiest way to tell which tri it is is check your import and see which ones look wrong. In model editor, if you sort of recenter how it's textured i think it usually lowers u,vs. Most model editors give you u,v #s.


I think I don't understand Question

There are rendering mistakes (?) so that e. g. my floor and the ceiling look compressed at some places. I don't know how to recenter. In Valve Hammer Editor it seems impossible. Also it doesn't seem I can look up u and v coordinates anywhere.


quaternio

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Own translation: http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=5227


Last edited by quaternio on Wed Aug 17, 2011 12:03 pm; edited 1 time in total
 
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quaternio
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 PostPosted: Wed Aug 17, 2011 11:53 am    Post subject: Reply with quote Back to top

Oops - I posted the text above unfortunately double.
Is there a possibility to delete this entry?

See text above at: http://www.shootersforever.com/forums_message_boards/viewtopic.php?p=47776#47776
 
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