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GE:X - First Preview Patch Released! 03-27-10
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Wreck
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 PostPosted: Wed May 05, 2010 11:11 am    Post subject: Reply with quote Back to top

00action: It's probably better to concentrate on the Train for the time being. Jumping around from one project to another may keep things a little more exciting, but it also pushes them back further. I shouldn't be one to talk, as I was working on multiple maps at the same time, myself. The Egyptian was more focused upon, which is why it turned out in a shorter period of time. There's still some odd clipping things I need to work out with it, and the path network needs extending, but it came out quite well. Since you're dealing with just the Train, I expect it to come out nicely, as well.
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 PostPosted: Thu May 06, 2010 6:20 am    Post subject: Reply with quote Back to top

Ok no problem, i will consentrate on train.
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 PostPosted: Wed May 19, 2010 3:37 pm    Post subject: visibility and portals Reply with quote Back to top

What is the difference between Visibility and portals because they both seem to do the same thing. the reason i ask is because for a test i converted a level from goldeneye to perfect dark and even though the rooms and portals were lined up perfectly the rooms wasn't showing properly but when i used the visibilty editor i could get the room to show?
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 PostPosted: Thu May 20, 2010 4:16 am    Post subject: Reply with quote Back to top

I'm not sure on the technical level, but I'm pretty sure that visibility never lets certain rooms "turn off" when you're in another room. If room02 was set to be visible from room01, room02 would always be loaded when you were in room01, even if you couldn't actually see it in-game. Portals will "close" when you can't see through them and stop the room behind them from loading. Visibility was used in places where portals just weren't practical.

Also, if you're not talking about importing visibility but adding it yourself, try redoing the BG file conversion, then never save over the generated BG file. I had two rooms that didn't want to show in Archives, but showed up fine when I reimported. Same with one in Complex. The editor does some modification to the bg file after saving it, and I guess that can affect the portals (I know it affects vertices).
 
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 PostPosted: Thu May 20, 2010 7:09 am    Post subject: Reply with quote Back to top

How do you reinport the portals from txt file without resaving over the background?
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 PostPosted: Thu May 20, 2010 12:06 pm    Post subject: Reply with quote Back to top

Rescale the portals in GE so when it ports they're new coordinates.
 
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 PostPosted: Thu May 20, 2010 5:39 pm    Post subject: Reply with quote Back to top

Thanx for your help guys it worked grate, however i have come accross a new problem, the level i was trying to convert was dam and ive realised when you export full background file for the first time and dam pops up in the perfect dark editor a couple of the rooms are messed up (the secret island) and stretched accross the map, try it yourself?
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 PostPosted: Fri May 21, 2010 1:09 pm    Post subject: Reply with quote Back to top

OK, so Dam apparently the coordinates become too large scaled, and it wraps around the minShort and maxShort...I will have a look at the minimum and maximum coordinates, it may be possible to relocate Dam's positions.
 
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 PostPosted: Fri May 21, 2010 1:49 pm    Post subject: Reply with quote Back to top

That's not good:

Min
-6344.0000
-8455.0000
-10439.000

Max
6950.0000
2811.0000
8422.0000

Rescaled Min
-27152.885
-36188.152
-44679.848

Rescaled Max
29746.619
12031.330
36046.910

The max allowed is 32767
and the min is -32768.

This is a stumbling block. At the least I've updated beta version to limit coords to that so it doesn't look as bad. Give it a shot. Seems to work decently.
 
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 PostPosted: Fri May 21, 2010 3:51 pm    Post subject: Reply with quote Back to top

are these the limits for single rooms or for the room positioning?
 
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 PostPosted: Fri May 21, 2010 3:59 pm    Post subject: Reply with quote Back to top

I can see what you have done, looks a little strange with the secret island completely flat but the level did load ok.

Can i throw in a suggestion:

The area in wich a level is loaded is 65535 by 65535 and Dams longest length is about 80725 thats why we are having problems, well what if you was to rotate it diagonaly (corner to corner), then would it fit?

EDIT:
radorn: the whole level has to fit within these limits.
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 PostPosted: Sat May 22, 2010 5:08 am    Post subject: Reply with quote Back to top

Oh wait, that's a good call...it's not the whole leve, it's the centered room offset. Which I guess must span bigger than -32768 to 32767 for Dam...

Last edited by SubDrag on Sat May 22, 2010 5:24 am; edited 1 time in total
 
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 PostPosted: Sat May 22, 2010 5:23 am    Post subject: Reply with quote Back to top

sorry radorn i thought the whole level had to be within the limits i was wrong.
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 PostPosted: Sat May 22, 2010 7:41 am    Post subject: Reply with quote Back to top

Err, sorry, for portals, rescale them in GE, export to .txt, then import portals in PD from .txt, then export bg file, that's order.
 
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 PostPosted: Sat May 22, 2010 9:48 am    Post subject: Reply with quote Back to top

here's a couple of thoughts:

First, I believe there was some talk about scaling support for levels in PD, maybe from zoinkity. Not sure, but maybe it'd be worth investigating for Dam.

Second. What about trying to recenter whole level, and shift the centers of the furthermost rooms so it all still fits within limits? I'm under the impression that Dam's center is actually far from the center of the geometry.

Anyway, I'm surprised that Dam is that big. Crash site and Area 51 are really big too, and they give the impression of being bigger than Dam...
 
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