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Thread: Writing out 0 buckets...

  1. #31
    a bit of the old in-out Roostervier's Avatar
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    Re: Writing out 0 buckets...

    Damn... not really. I don't see what could be the problem. Maybe it's the sky tag, I don't know. :\

    [edit] Maybe move the levelroot out of the level? I always place mine outside of my level. =p
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  2. #32
    Senior Member et_cg's Avatar
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    Re: Writing out 0 buckets...

    Quote Originally Posted by flyinrooster View Post
    Damn... not really. I don't see what could be the problem. Maybe it's the sky tag, I don't know. :\

    [edit] Maybe move the levelroot out of the level? I always place mine outside of my level. =p

    My reasoning for the levelroot, was because SuperSunny had suggested it to somebody before...

    Here's a quote...

    Quote Originally Posted by SuperSunny
    The frame linking system is the same. Basically you like your level to a frame object (it can be any shape, anything, in any location, but I say put it inside your level geometry, because that's where the default camera spawns in Sapien). Just link your level to it, like normal (frame blahblah).
    I'm going to go ahead and try moving it outside of the level... but to be honest, I don't see how it could just affect lightmaps. *tests*

    For now, the map works with my other map's lightmaps (fin), and packages correctly, so it's in-game.

    Doesn't need any portals either (runs smooth as a babys bottom), though I'll add them later.
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  3. #33
    Senior Member et_cg's Avatar
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    Re: Writing out 0 buckets...

    Same error... sadly.

    Do you think I'd have to rebuild the BSP from the ground up? (I mean just unassign all the materials, import to a new scene, make new shaders, re-export)
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  4. #34
    a bit of the old in-out Roostervier's Avatar
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    Re: Writing out 0 buckets...

    Hmm, my camera spawns where ever I was when I had saved it. Oh well =p.
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  5. #35
    Senior Member et_cg's Avatar
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    Re: Writing out 0 buckets...

    So my main concern right now is:

    Should I just re-do it? I'm thinking I just might have to... but that will have to wait until I finish my paper. Argh.
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  6. #36
    Jesus Loves You
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    Re: Writing out 0 buckets...

    Whats that big wall that goes straight up on the outside of the map?
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  7. #37

    Re: Writing out 0 buckets...

    That's the part where the sky will show up. Usually has the +sky material on it.
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  8. #38
    Senior Member et_cg's Avatar
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    Still fuxxed. But sexy, indeed.

    Okay, well... I'm re-evaluating Sidewinder's current stand, and I've came to a conclusion that it needs to be reworked.

    I've got a new skybox worked out for it. It looks better, and allows for the ol' Halo 1'ish "look im out of the map" type deals. Where people could walk around on top of the cliffs.

    Here's a picture. (Not like it matters or anything. :/)

    As for portals, I'm just having a tid-bit of trouble with them, so I'll just continue to search for fixes.

    Old Sapien Shot:



    New Skybox:
    (not like it matters to you guys, but...)
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  9. #39
    Senior Member et_cg's Avatar
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    Re: Writing out 0 buckets...

    I keep multi-posting, but it's only because whatever problem I'm having now, I'm trying to stamp out, and keep progress on it. I'll post a re-cap when I'm done...

    Anyways;

    after rebuilding (reworking shaders, and the skybox), I noticed this error:

    Code:
    ### ERROR importing with older tool version 11081 (was 11091)
    At the top of tool, when it first comes up. Anyone else having this problem?

    After getting my hopes up, tool still fails... Maybe I'll try getting portal's working now.

    UPDATE;

    After fidling with it for a bit, I've discovered that this error that's appearing is not allowing the BSP to compile. Other BSP's still compile. But it's only this one that is recieving this error. :sad:
    Last edited by et_cg; July 29th, 2007 at 04:42 PM.
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  10. #40
    The Silent Photographer Zeph's Avatar
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    Re: Still fuxxed. But sexy, indeed.

    Quote Originally Posted by et_cg View Post
    Okay, well... I'm re-evaluating Sidewinder's current stand, and I've came to a conclusion that it needs to be reworked.

    I've got a new skybox worked out for it. It looks better, and allows for the ol' Halo 1'ish "look im out of the map" type deals. Where people could walk around on top of the cliffs.

    Here's a picture. (Not like it matters or anything. :/)

    As for portals, I'm just having a tid-bit of trouble with them, so I'll just continue to search for fixes.

    Old Sapien Shot:



    New Skybox:
    (not like it matters to you guys, but...)
    Wasted polies. If you're going to do the skybox like that, turn it into a triangle.
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