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#1
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Does anyone know why the proc building looks like this in game? Looks like it has double geometry (a cube over the top of the wall meshes - roof seems ok)
It does this when copied direct from a TW map and also when made from scratch using a proc volume and plugging in the TW rule set.
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#2
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i don't know what is causing your problems but I do know that I have messed with that same bldg and it displayed properly for me.
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...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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#3
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Good to know, thanks Catalavos. Did you copy and paste it into your own map or did you mess with it in a TW map?
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#4
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Is this BSP?
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#5
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I used it directly from Proc_Buildings_One folder in the editor.
__________________
...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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Ok, this is a weird one but we've got a solution for it. When you do a rebuild of any map using a ProcBuilding (procedural buildings) AND sublevels, the editor will auto generate a LOD sublevel for the ProcBuildings. We've investigated for the usefulness of the LOD sublevel and can't find one that is really compelling so we just delete them then resave the persistent. I suggest you do the same.
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#7
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Thanks Swag. Just one more question though, how do I delete the LOD and save the persistent.
![]() edit: I found a reference to the LOD in the Proc Buildings properties (LowLODPersistentActor) but it says 'none' next to it. Last edited by 11_HARLEY_11; 04-09-2012 at 02:59 PM. |
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The LOD sublevel will be found in the level browser in the same grouping as the content browser. Just select the LOD sublevel then go up to Level -> Remove from World. Just make certain that the persistent is selected as current. You may have to save the map, close the editor, then reopen the editor and map to see the changes.
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#9
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Quote:
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Hmm, that falls outside the guidelines of how I've ever seen that occur. I will test it locally for reproduction and solution. Get back to you shortly.
//////////////////////////////////////////////////////////// EDIT: Yep, got it to screw up too. Sorry for the confusion and misdirection on that one, dude. Clearly a problem of a different sort. More information coming as I get it... UPDATE: Ok, found a simply workaround to until we can sort out exactly what is happening. 1) Select all the ProcBuilding volumes 2) Move them to a sublevel (Level Browser -> New Level From Selected Actors) 3) Call the sublevel whatever you would like to call it 4) Streaming Method = ALWAYS LOADED Once the new level is created you should see another sublevel with LOD tagged onto the end of its name, you need to remove it from the world. 5) Select the LOD Sublevel (it doesn't have to be current) 6) Remove it from the world (Level -> Remove Level from World) You should see immediate results in that the LOD mess goes away. /////////////////////////////////////////////////// I guess the take away from this is that ProcBuildings must be in a sublevel for teh time being. |
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#11
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No worries at all Swag. I appreciate your help enormously.
edit: Oh excellent! Man that was quick! I'll try it now. Thankyou thankyou! Last edited by 11_HARLEY_11; 04-10-2012 at 10:57 AM. |
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#12
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That worked a treat! Thanks again Swag.
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