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#1
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I have been playing around in the editor a bit and come upon a couple of bugs. Since I couldn't find an existing thread I've created a new one.
The first one I'm not even sure whether or not it's worth mentioning, but I figure I'd just as well, if it's not relevant you can just ignore it When I try to select something in either the Sky Colour texture or Texture property of the Cloud Properties part I get a message saying "Texture must be in .\Resource folder", but there is no such folder. I read somewhere, in the Scenario Design Intro I believe that only one skyset is included so I presume this feature isn't used yet, I still thought it was worth mentioning though. (There are multiple sky textures in the \Art\textures\SkyDome folder though, so I'm not sure what to think. =) )The next error appears when I: Click on te edit palette button in the terrain dialog, then expand the listing to the left, then try to click on any of the texture names. Then I get an error dialog saying "Unhandled exception has occured in a component in your application. If you click Continue, the application will ignore this error and attempt to continue. Parameter is not valid." The Details button reveals the following information: http://pastebin.com/LcLhniP4 Sometimes when I click the up/down buttons next that control the Time of Day the editor crashes. It's hard to reproduce as it seems kind of random though, but still thought I'd report it. |
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#2
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Some more info about the Time of Day crashes. It seems they are much more likely (perhaps = only occur, but I haven't tested it that much) when you try to edit the Environment settings without first having saved and reopened the file. Before I save+reopen the file there are no values in the tecture selection fields, but it seems like saving+reopening the file somehow populates those and other fields with some kind of defaults.
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#3
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Another one: When trying to save a template I get an error dialog saying "Object Graph cannot be null.
Parameter name: graph." Details: http://pastebin.com/duSJea26 After pressing continue the editor seems to work fine, the template is just not saved properly. |
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#4
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Thanks for the feedback! Finally some editor bug reports - I`ll assign one of our programmers to look over this post and start fixing these. We`d probably only get around to releasing editor fixes late next week.
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#5
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Splendid. Just for completeness sake (I've mentioned it to Alex, who said he'd tell you, but just so it's here as well) I'll mention one more thing: There seems to be some kind of level-of-detail (I don't remember what you call it, but I hope you understand what I mean
) limit in the editor as well. It might be a good idea for editing large scenes, but in that case perhaps there should be an option to change that in the editor directly, preferably without having to restart the editor if the engine allows that. As it is now there is the limit, but no way to change it, which can make editing less than fun if you want to make sure things look good from a distance. |
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#6
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Another bug =) (Or a limitation in the engine, or my own lack of knowledge about what I'm doing
)Due to the bug mentioned above where the LOD in the editor is limited (but without a way to edit said limit) I've been trying to use cinematics to create a screenshot, but while the trigger seems to run (or at least not give any errors) it doesn't seem to use the camera I've set. This is the code I've been using: Quote:
The camera I've set up is in the lower corner, and looking up towards the middle of the map. This makes me wonder whether the limits on the in-game camera also applies to the cinematic cameras? |
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#7
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Ah, yes. Thanks for pointing that out. I discovered that problem a couple months ago - guess I need to update the guide. That code worked for a long time and something weird happened that caused it to bypass the camera track all of a sudden.
Your code currently calls for the track to run for 15 seconds, but the EndCinematic trigger is no longer conditional on the track length, for reasons I don't know. An easy fix is to manually force the cinematic to last the length of the track by placing Code:
Wait(15) Code:
CurMap:SetCameraTrack(true,-15,{Objects.Caamera,80})
__________________
Alex Walz | Assistant Producer & Publicist of Reverie World Studios, INC. Follow us on Twitter! Fan us on Facebook! |
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#8
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Ok, that worked. The draw distance is too small though, even though I've set it to max. Seems like I'll have to wait for the editor to have that limit removed to view my scene the way I intended it =)
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#9
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Yeah, sorry about that. Kon said he was going to look into it - I'll remind him tomorrow and talk to the scripters to see if there's any way to change it with triggers.
If the shot doesn't require any in-game setup, I would be happy to take it for you using your camera cut while we work out the distance. If interested, email your .dofscn to alexwalz@reverieworld.com
__________________
Alex Walz | Assistant Producer & Publicist of Reverie World Studios, INC. Follow us on Twitter! Fan us on Facebook! |
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#10
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We are fixing Level of Detail (well increasing it 10X) in tonight`s patch. One less bug to worry about. We`ll work on Terrain palette in the next patch.
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