Jump to content

Poor Yurik

Members
  • Posts

    12
  • Joined

  • Last visited

Poor Yurik's Achievements

Squaddie

Squaddie (1/5)

0

Reputation

  1. RPG Items --> Technical --> Explosion. Whenever you want to know the source of something, just click on it, look at the properties pane for the modelid or scriptid or whatever the case may be and click on the text value once then click on the 3 dot button next to it and it'll throw you into the chooser and show you where it is. Thanks again for the help with my roofing problem.
  2. Holy shit that fixed it! Hell yeah Damocles! :D:D:D:D:D
  3. I'm gonna play with floor links today. Thanks alot for the tip
  4. Still no reply from Bandures. I'm guessing he's busy but I really hope he lends a helping hand to the roofing problem : Here are 2 pics to illustrate the problem (which I sent him): A working nival roof: /silent_storm/yurik-s2-editor-roof_zfighting01.jpg My roof plagued by z-fighting: /silent_storm/yurik-s2-editor-roof_zfighting02.jpg Both problem areas were made out of the same components: roof 1x1x1/plain1 and both consist of solids and intermediate solids with the same layer order the nival guys use.
  5. Thank you. I pm'd Bandures with a detailed explanation of the problem + 2 pics to show it. We'll see what happens
  6. Here's a single pic of my first map so far so you guys know I'm actually being productive and actually trying to get some new missions out to the community: /silent_storm/yurik-s2-editor01-sm.jpg It's a work in progress of course and there are 2 more floors above that first floor, I just didn't feel like taking 3 screenshots for the same unfinished map PS. I got the map lighting working again, I had to do an install repair. Apparently one of my config files had a problem. I'm still having the roofing problem for 3 story roofs that I listed above in my original post, even for plain2 and 1 attached. It's highly annoying. I really need help on this one singular problem, I got pretty much all my other questions figured out through experimentation. I'm crossing my fingers hoping someone knows. I wish it was possible to talk to the Nival guys :?
  7. Ok, here are two problems I've been having and I'm wondering if anyone knows the fix: 1) Real-time, in-editor lighting/shadows triggered via the Y key no longer works. I have no idea why not. It worked for quite a few days and I just noticed it not working today. Turning on real-time preview doesn't help. I checked my editor controls in input.cfg and it hasn't been unbound. How do I get it working again? 2) Roofs. Ok, I have them mostly figured out except for one big issue -- Z-fighting If I have 3 pieces of plain1, one on top of the other, all solids or intermediate solids, the first two link together fine but the top-most piece doesn't link up/adapt properly and there's a very noticeable border of z-fighting where they meet. I've loaded up Nival's maps and this issue isn't present. Now, here's the kicker: I copy and pasted a piece of their roof section that worked into my map, and the problem was present all of a sudden! Now, even weirder -- I thought maybe this meant there was a map level variable or setting to correct this then -- so I copy and pasted a piece of MY roof into the Nival map and the problem was still there! Ok guys, I would really appreciate some help with this. I feel like i'm very close to having it all figured out.
  8. Don't use the paint brush tool. Use the arrow tool. Also, you need to double click on the colored box next to the "texture" in the layers menu and choose a ground texture under UK like Grass.
  9. Is it just me or is Terrain Spot Priority totally broken? It seems no matter what the values are set to the engine just arbitrarily decides which spot will be dominant over another. Gah.... There's gotta be a better way to get this working.
  10. I just figured out how to properly apply snow with no seams (where you'd see the underlying terrain texture, in my case I'm using "transparent"). Ok, here's how it works. Snow in the game is applied as Terrain Spots. Just right click on the terrain somewhere and say "new terrain spot". In the terrain spot properties you can choose any terrain spot you wish, but for this instance we'll choose Snow under the Russian section. Ok, now you have a spot on the terrain that looks like snow. As you can see in the spot's properties, the size of the spot is 10x10. This is very important. Now, you can copy and paste via ctrl+c/ctrl+v multiple copies of that snow spot. But you'll soon find that it's basically impossible to properly align the spots manually. They don't snap to the grid at all so their alignment breaks down into the decimal range. Here's where that 10x10 size info comes in handy. Your map is just a pretty flat grid to the spots, regardless of terrain variation. In your initial spot's properties, take a look at the PosX and PosY fields. This is the other piece of the puzzle. Ok...now drag your spot so it's at a bottom corner of your map. Observe the PosX and PosY. Round the number to a whole. If it's 20.534214 x 20.32938 just change both values to 20. The spot is now aligned properly, even though you might not have noticed any difference due to the minor position change. Next up, copy and paste a new spot. Drag it to the side of the original spot. You'll quickly understand that because the spot is 10x10, each shift over is 10 units in the Pos fields. So if you have 3 spots in a row, their values would be as such: 1) PosX 0, PosY 0 2) PosX 10, PosY 0 2) PosX 20, PosY 0 If you make another row of spots, just copy/paste, select all the duplicates, then change the PosY field, it'll change for ALL the spots (if you changed PosX in this instance, they'd all be placed on top of each other which is something to watch out for). Now just click on each individual spot and make sure it's Pos X is correct and you are done. Hope this helps, I wrote this while exhausted so hopefully it's not totally unintelligable . I'll write more tutorials as I figure out more aspects of the editor.
  11. PS. I'm also trying to figure out how to assign npc's to stationary machine guns and how to access the snow tile textures. Lastly, trying to figure out how to assign npc's to waypoints :0
  12. Here are my initial questions which I'm sure everyone is trying to figure out as well: 1) How do I tag a piece of wall to start off semi-destroyed? I tried deciphering this from checking out the existing maps but all buildings seem to be grouped into sub-templates. 2) Is there any way to get objects like Doors and terrain objects to snap to grid like floors and walls do? The goal would be to cut down on the busy work of aligning doors to structures. 3) I'm guessing there is no water in the engine (and by water I just mean semi-transparent or solid animated textures for stuff like impassible sectors under bridges)....none I've seen anyway. Is there any? 4) Do any of you guys see any code hidden in there for any sort of branching/choosable dialogue? 5) Does there appear to be any possibility to have units recruitable mid-mission? Like start off as ally and if you talk to them they are added to your team? 6) Is there any way, for mod purposes, to let a player pick his team but have them all start off at a certain level of exp with choosable perks or even mod-maker pre-assigned perks? 7) Anyone find a good way to put roofs together? I can't seem to figure it out. All the roof pieces seem to be small side pieces rather than those big tile roofs in the game. Are those seperate static models uniquely modelled for certain buildings? 8) Is there any support in the engine for sky boxes? I figured they might have implemented them in some form at one point and decided it wasn't a worthwhile pursuit due to the camera restraints...but it would be badass for cinemas to have a backdrop. Some of my questions spring from the fact they there seems to be alot of easter eggs/hidden features/not fully implemented things that aren't readily apparent in the actual game. For any other game I'd just believe that anything outside of the game's scope wouldn't be possible without heavy coding but S2's geoscape among others things gives me hope in more hidden features/potential Btw hi guys...long time lurker, first time poster
×
  • Create New...