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[SoC] Вопросы по SDK


faniloko

Рекомендуемые сообщения

Приветствую.

Я по поводу вот такой ошибки в логе

Скрытый текст

! Cannot build GAME path! (object boar_strong17927)
! CURRENT LEVEL : l04_darkvalley
! CURRENT game point position : [107.622391][3.115883][-407.641357]
! TARGET LEVEL : l07_military
! TARGET  game point position : [52.577431][-18.394302][361.570160]
! Target point mask [12][0][0][0]
! Object masks (1) :
!   [255][0][255][255]

Может ли это быть связанным с тем что в раздел Location, свойств граффпоинта, пуст?

 Моя нычкаНычка в арендованном у Опричника холодильнике  

Мы хорошие ребята, жаль патронов маловато:):ukostra:

UriZzz.gif

Ссылка на комментарий

@UriZzz, здравствуйте. Дело точно не в разделе location, я оставлял его пустым и все прекрасно работало без этого

Может, проверить, нет ли разрывов в АИ-сетке? Был похожий вылет в ЗП, там было дело в "островке" из аи-сетки, где стоял изолированный графпоинт.
Вот еще цитата из вики, может натолкнет на мысли:
 

Цитата

Такая ошибка возникла после того, как была прервана компиляция ИИ-сетки. Видимо, испортился игровой граф, нужно перекомпилировать его (xrAI -f)

 

В общем, вероятнее всего, надо именно искать проблему в целостности сетки.
---
Господа, а никто не подскажет, нет ли в LE ТЧ аналога Simulate из ЗП? Когда ты можешь динамику пустить в свободное падение и она "ляжет" красиво на сцене. Всяко ведь сподручнее, чем своими лапками выравнивать

Изменено пользователем Бот_Николай
+
Ссылка на комментарий

@Бот_Николай, это не вылет, но эти записи конкретно так засерают лог, как я понял -  кабанчики не могут иммигрировать из Тёмной долины на Военные склады, но что то мешает, и я ни как не уловлю  - что именно. В конфиге кабанов нашел такую секцию

;=================================================================================
; Boar Terrain
;=================================================================================
[boar_terrain]
	255,000,255,255

здесь ли собака зарыта? Можно ли сюда прописать больше одной маски? И решит ли это проблему?

 

9 минут назад, Бот_Николай сказал:

Дело точно не в разделе location

Да я уж проверил:wacko: 

 Моя нычкаНычка в арендованном у Опричника холодильнике  

Мы хорошие ребята, жаль патронов маловато:):ukostra:

UriZzz.gif

Ссылка на комментарий

@UriZzz, посмотри этот пост и ниже полистай. Может придешь к чему-то. 

  • Полезно 1
Ссылка на комментарий

@HellRatz, не могу, https://yadi.sk/d/iG7nCn4DPG503A, чертовщина какая то...

Ты с какого браузера входишь на форум gameru???

 Моя нычкаНычка в арендованном у Опричника холодильнике  

Мы хорошие ребята, жаль патронов маловато:):ukostra:

UriZzz.gif

Ссылка на комментарий

@UriZzz, у меня с геймру давно проблемы, думал персонально. Через оперу с режимом ВПН заходит только.

  • Спасибо 1
Ссылка на комментарий

Здрасте, я тут немного отредактировал кордон, но когда я билдую игру, то вылетает такая ошибка, это частое явление? и как его лечить?

Скрытый текст

*ERROR: Scene has '99490' non associated face!
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03.05.2020 в 15:22, HellRatz сказал:

у меня с геймру давно проблемы

Да у всех давно проблемы с геймру, просто его походу в реестр заблокированных по каким то причинам занесли, вот и неробит.

Свобода - лучшие сталкеры в зоне!

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вроде все скомпилировал, но некоторых объектов нет, но когда я на них "запрыгиваю" то они появляются, но якобы отдельно от локации (компилировал на драфте)

Изменено пользователем Svobodovec_Arbuz

Свобода - лучшие сталкеры в зоне!

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@Svobodovec_Arbuz, Проблема с секторами, возможно, какие-то меши не добавлены в нужный/нужные сектора.

  • Спасибо 1
  • Согласен 1

Сталкер - наше всё!

Ссылка на комментарий

@Svobodovec_Arbuz, не надо удалять дефолтный сектор, тем более если это билдота...
Декомпил по полигональной сетке отличается от оригинала по которому эти самые сектора и делали, так что потом на декомпиле сектора могут встать по-другому, или где-то не встать вовсе ...
В СДК есть инструмент что бы поправить данный косяк, дабы не трогать то что уже работает...
 

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  • Согласен 1
  • Полезно 1

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19 часов назад, CuJIbBEP сказал:

не надо удалять дефолтный сектор, тем более если это билдота...

Всегда удалял дефолтный, потом его по новой создавал. С дефолтным сектором косяков не наблюдал, но можно и просто добавить меши в дефолтный сектор, да.

Сталкер - наше всё!

Ссылка на комментарий

@AndrewMor, в Припяти ЗП и при совмещении Бара с Ростком в некоторых местах порталы билдились по разному (даже если не трогаешь геометрию), иногда так криво что портал не полностью заполнял место соединения секторов, а как-то на половину или на треть...
Про билдогеометрию вообще лучше не вспоминать, попытки создания нормально работающих секторов в ней чуть не довели меня до синдрома Туретта...:crazy2:

Изменено пользователем CuJIbBEP

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@CuJIbBEP, Порталы - возможно, у меня при декомпиле тоже порталы бились, но вроде речь шла не о порталах, а о добавленных мешах

Сталкер - наше всё!

Ссылка на комментарий

@AndrewMor, порталы связаны с секторами напрямую, без первых нет смысла во вторых...
Я к тому что не стоит сносить дефолтный сектор (если он хотя бы на 70% нормально работает с уже имеющимися порталами), а поправить небольшой косяк средствами СДК. Тем более тот косяк который к порталам не относится...
Снос наружного (дефолтного) сектора сносит и порталы, которые билдились при геометрии с другой (нормальной, не замусоренной декомпилом) полигональной сеткой...

Изменено пользователем CuJIbBEP
  • Согласен 2

h-264.jpg

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24 минуты назад, CuJIbBEP сказал:

порталы связаны с секторами напрямую, без первых нет смысла во вторых...

 

24 минуты назад, CuJIbBEP сказал:

Снос наружного (дефолтного) сектора сносит и порталы, которые билдились при геометрии с другой (нормальной, не замусоренной декомпилом) полигональной сеткой

Полностью согласен.

Сталкер - наше всё!

Ссылка на комментарий

@CuJIbBEP, если он сделает по твоему, то 99% что то упустит, то что снесуться порталы, это ерунда, он снесет дефолтный сектор, потом создаст новый, и пересчитает порталы заново, не велика беда, тем более это пробное компилирование, поверь там ещё не раз придется править, все сразу не исправиш, непременно какой то косяк да вылезет.

  • Согласен 1
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Всем привет. Кто знает/помнит, в чистом ЧН на базе ЧН сетка была отделена от остальной локации? И были ли на базе ЧН графпойнты? Чесгря, декомпилить локу не хочется, мож кто помнит/знает?

Сталкер - наше всё!

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35 минут назад, AndrewMor сказал:

в чистом ЧН на базе ЧН сетка была отделена от остальной локации?

Соеденена со стороны входа с "Хутора", а со стороны выхода на "Болота" нет.
 

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36 минут назад, AndrewMor сказал:

И были ли на базе ЧН графпойнты?

Конечно были:

Скрытый текст

5.png 6.png

 

  • Спасибо 1

WolfHeart.gif

AMD FX-8370 (8 X 4.35GHz); RAM 16Gb; MSI GTX 1070 (8Gb).
Windows -10 PRO (х64)

Ссылка на комментарий
54 минуты назад, WolfHeart сказал:

Конечно были:

Ну если сетка была соединена, тогда конечно были. Спасибо.

56 минут назад, WolfHeart сказал:

Соеденена со стороны входа с "Хутора", а со стороны выхода на "Болота" нет.

Погоди, а это че-то не понял. В каком смысле? С разных сторон базы? Если так, тады понятно.

Сталкер - наше всё!

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