Page 13 of 17

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 1:34 pm
by Hebes24
Blade wrote:I know I'm pretty new to GT, but... why is he holding a Broom, or whatever it is? I should probably know this, but I don't :P.
I believe it is a sign. (I thought it was a broom at first, too :P)

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 1:39 pm
by RepSharpshooter
Teancum wrote:It will. Whatever layers are loaded when the game is running will all count towards the object limit. Odds are when/if we get to that point we'll just start merging objects in XSI that can be merged. For instance, if Rep has to he could merge the little computer, monitor, desk, etc models as one in XSI.
It's already merged into one object 8) The sofa and coffee table are also one object. Not only will it save the object limit, it'll save time placing it in ZE. I model in 3ds max and then put it into the xsi modtools for export.

Wazmol that looks cool! We were planning on making a jawa fountain/statue in the middle of the city as well.

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 1:44 pm
by Blade
I was thinking maybe it was a sign, but... wasn't sure :P.

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 2:22 pm
by wazmol
its a sign, lol it does look like a broom though lol.

It will have "GT" on it.

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 2:29 pm
by Blade
Makes sense, and once it has lettering on it, I don't think it'll look like a broom anymore, lol.

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 4:31 pm
by MercuryNoodles
Well, I finally got around to exporting the model I have so far. The results are...interesting.


Image

Such a cute widdle thing, isn't it? :lol: I'll scale it up ASAP. Apparently, I'm having some trouble figuring out the whole texturing thing, the selection box is a little off, and the building doesn't show up ingame at all, but I seem to be doing alright otherwise. ^_^


Btw, I noticed the prefabs had a meeting and decided to pull a Hotel California on me when I tried to check things out ingame. :P

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 6:00 pm
by RepSharpshooter
I think you may have to associate your layer with the ELI mode.

Looks promising though :)

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 8:24 pm
by FragMe!
MercuryNoodles
That looks like the bounding box for your model, did you freeze all transforms and freeze the model prior to export?

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 8:35 pm
by RepSharpshooter
No it's mshex, I was too lazy to write correct algorithms to make the bounding boxes line up right.

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 8:38 pm
by Crazy_Ewok
It looks like I'm getting a crash whenever I try to look in the direction of the water in DMI. Does anyone know what could cause this?

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 8:47 pm
by RepSharpshooter
You're running out of memory, that's bad. Either set your water to low if it isn't already, or remove the water from the world (I'll downsize/remove some/all the water as well).

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 8:58 pm
by Crazy_Ewok
I've got 2GB of memory and my water settings on low. The water on Kashyyyk works fine on low and medium. Your probably right and it is memory, but I just wanted to check and make sure. I'll clear the map of water anyway, thanks for your help. :yes:

Re: Dynamic Map Idea (all lots open for taking)

Posted: Sun Jun 22, 2008 9:03 pm
by RepSharpshooter
This is a very important procedure not mentioned:
  1. Open ZE, load dmi.wld
  2. Click the Game Modes: CONFIGURE button. (by the layer thing)
  3. Under common layers, REMOVE YOUR LAYER THAT YOU CREATED. (don't worry, this doesn't delete it)
  4. Click on ELI under mode name.
  5. Under "Layers Used" click "add"
  6. Select the layer that you created, ex. DMI_Karnage
  7. Click the update REQ and Mode REQ button.
  8. Save world.
edit, some display case models (will be released in prefab pack):
Hidden/Spoiler:
Image
Image
Image

Re: Dynamic Map Idea (all lots open for taking)

Posted: Mon Jun 23, 2008 3:59 am
by MercuryNoodles
This is a very important procedure not mentioned: ...
Ah! So, I was almost right about that. I knew I had to associate the layer somehow, but I haven't done much work with layers, which lead me on a wild goose chase earlier. Thanks for clearing that up.

Now, if only I can get this model to cooperate.. I'll have to review some tuts. *yawn* :P Btw, yes I did freeze per Wazmol's tutorial. This is my first time actually doing any real work in XSI, my first time modeling for a game, and the first time I've bothered to try modeling at all in a long time, so I suppose this was bound to happen. Nevermind the fact that I've only done maybe two days worth of work (if that) on the model, including export. hehe This is just an early version, though. I mostly exported to see if the scale was correct before attempting to move on.

Re: Dynamic Map Idea (all lots open for taking)

Posted: Mon Jun 23, 2008 3:36 pm
by tsurugi13
I did what rep said to do and my model still shows up in ZE but not ingame. That is not a good thing. I don't even get any errors, just a lack of building. And are there supposed to be no textures?

Re: Dynamic Map Idea (all lots open for taking)

Posted: Mon Jun 23, 2008 3:50 pm
by RepSharpshooter
You can use textures, I don't know why you wouldn't....

You must just be forgetting something in these procedures:
Hidden/Spoiler:
[quote="RepSharpshooter"]This is a very important procedure not mentioned:

[list=1]
[*]Open ZE, load dmi.wld
[*]Click the Game Modes: CONFIGURE button. (by the layer thing)
[*]Under common layers, REMOVE YOUR LAYER THAT YOU CREATED. (don't worry, this doesn't delete it)
[*]Click on ELI under mode name.
[*]Under "Layers Used" click "add"
[*]Select the layer that you created, ex. DMI_Karnage
[*]Click the update REQ and Mode REQ button.
[*]Save world.[/list]
[/quote]
To check, open the game modes: CONFIGURE button. Click on eli, you should see your layer name on the RIGHT, if you see it on the LEFT, that is wrong. If it was the model's fault, then you would get build errors.

Re: Dynamic Map Idea (all lots open for taking)

Posted: Mon Jun 23, 2008 4:50 pm
by Caleb1117
My house model is done, and I'm now working on filling some of it up.

Image
House outside
Image
New fully animated door, thanks to Fragme
Image
Some furniture.
Image
Beds, The looks smaller then they are, it's the angle.
Image
Hrmmm Nice neighborhood.
Image
Sharpshooter Tower, as seen through my skylight window.
Image
Laboratory window, looks into a cave.
Image
Lab creations and parts.
Image
Lab work/experimentation area.
Image
Lab brainstorming table.

Image
The "Sub-Basement" Dun dun daaaaa!

Re: Dynamic Map Idea (all lots open for taking)

Posted: Mon Jun 23, 2008 4:52 pm
by Hebes24
Very cool, Caleb!

Re: Dynamic Map Idea (all lots open for taking)

Posted: Mon Jun 23, 2008 4:53 pm
by RepSharpshooter
Looks totally amazing! Nice work!

Re: Dynamic Map Idea (all lots open for taking)

Posted: Mon Jun 23, 2008 5:34 pm
by Delta 47
Looks great Caleb! To bad I have no idea how to model anything :(