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Messages - SairesArt

#32
ye i can create it.
I have also deleted the MOD's FGD, since I don't need its spawn entities.
It still wont import decals exept squares

So i really only use the base.fgd
considering the proxy imports corerctly, the fgd shoudn't be the issue.
#33
Quote from: wallworm on July 17, 2015, 01:02:23 PM
I was importing the full level from what you sent me and the overlays and decals are all importing for me (I'm importing from the full scene). Are you trying it from the same full file? It may not work for a file with only decals... it might need to include the brushes in the imported vmf.
I tried the full map two times, the decals just always stay proxy objects.
It just says infodecal in the propties, so it's not a Base FGD parse issue.

(different map, but same for others)
#34
Quote from: wallworm on July 16, 2015, 03:46:57 PM
OK, I believe you can now get all the correct positions and usually the correct orientation.
Many Many thx.
I see your confidence has risen again as you dropped the parse retries to 0 :D

Well, it's finally as good as I needed it to be.

Bugs include:
-Overlays are Double or half the actual ingame size
-rotation arond the X axis being -33.164 (for whatever reason) Its no problem to set it back to zero, but a couple of overlays are just randomly rotated around thex axis by 33.164 degrees
-decals still don't import, although I set it up correctly
#35
Quote from: wallworm on July 12, 2015, 12:05:39 PM
So I've figured out the overlay positions problem.
My body is ready. Hope you killed the local fish populus.
#36
Quote from: wallworm on July 11, 2015, 02:20:52 PM
I'm off for the day to go fishing with my son, so I won't have any updates until tonight or tomorrow.
Have a fun day :]
#37
thx, you deserve a cookie :]


Would it be possible to revert to how Overlays were handeled prior to 1.62? aka, always correct position, but wrong scale and rotation?
The Map import is fixable with those, but with the wrong positions now it's too inconsistent.
But keep the awesome VMF import code, that for whatever reason does not have missing brushes anymore and is stable?
(also the disappearing verticies on small brushes with "validate geometry" are still there)
#38
Quote from: wallworm on July 11, 2015, 01:17:23 AM
So I expect the props to be all correct now.
Indeed, they are all fixed.
However, the Overlays still float in space and decals still don't import.
Used the last official build from today.
#39
What I do is
>import props from map
and then importing the map itself
#40
Now its all kinds of messed up.
Import works now solid, was plesantly surprised to see 4 as the default for Parse retries now :]
Wanted to make a post about the unexpeted error thingy, but you figured it out.
Props and Overlay import however, is completly broken. The props rotation is screwed and overlay postition is just somewhere in the skies.
This is with the new dev build.

I also had a new problem: When importing with my Old Props library, it would parse, but never finish importing. Had it running for 6 hours. only after deleting props library, did it work, tried it three times and verified it two times.

PS: Decals still dont import, but again, its not a big deal for me personaly
#41
Quote from: wallworm on July 06, 2015, 02:59:00 PM
I'll try to give it some attention this week. It will help if you send me a ZIP file of your VMF and any VMT/VTF that go with it.
Since you are monitoring this thread, I'll give you a quick comment on the bugs of "Validate geometry", since I'm too lazy to type: an infographic as an attachment below.
That bug made be import the map with BOTH options and then import the broken geo from the without Validate geometry to the one with validate geometry. Not a big deal, just so you know.



Here are the not-decompiled Textures and Models (Neotokyo°+SourceBase2006) as an Ultra Compressed 7z (1gb)
decompiled would be 12+gb
And the Mapfiles with their divided counterparts

I do rerenderings of maps in an offline renderer and preparing/restructuring/remodeling them as scenes for an animated short.
What I usually do is: Delete all lights (since I retexture and rematerial the lights to be physically based) and all brushes, that are purely skybox or clips/hints/blocklight
Delete all env_, logic_, ambient_ and so on... everything that is not visible, including sprites.
Pray to the gods, it will import. If not, devide up into: (Skybox, Brushes, Props, Overlays) Which works. Sometimes (after building Prop library) I even have to devide up the prop import, since too many props still dont import after 200 retries)

Attached below what I do with the maps from earlier tests (manually placed overlays, props, reimported textures, since your importer didnt work so well earlier this year)
Also Animation test








#42
Quote from: wallworm on June 30, 2015, 08:04:43 PMThe orientation is another issue, and I'll have a look.
I'd like to add, that decals don't ever import either.

Also big map imports always fail. Even after 300 tries over 24h of retries.
I split the map up into skybox, brushes, props and overlays/decals. Import times are still big, but it at least manages to import.

The thing with the overlays is really a hassle though, any idea when you can update WW to fix overlays (and mebee decals <3 )?
#43
Wow, many thx, your skybox reconstruction instruction worked perfectly.

And thx, that you take the time to look at overlays^^
Have a level where there are around 40 or so in one room for extra detail, after import it all becomes a flickering mess of 40 roomzized floating color carpets.
#44
Hey,
when importing a VMT, almost everything is fine and cookies.
The Overlays however, come incredibly out of scale (ca. five times larger) and all horizontal and with wrong rotation.
My units are set up correctly and everything else seems to work just fine, but the overlays just go wild.

It's a 2006 Engine Game, any help?

Also I'd like to reconstruct the Skybox from it's 1/16 scale miniature to it's rescaled "original".
I just can't seem to get it to work, exept painful reallignment and rescaling of each entity to the original map gemotry. Just placing the sky_camera at the origin and scaling *16 always results in a wrong scale and placement. Is there a way to reproduce it consitently?

Couldnt find any info on both topics, either in search or documentation.
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