pre beta help-checklist

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crystaldragons

FNG / Fresh Meat
Jul 7, 2010
163
7
0
www.trevorsstuff.webs.com
okay so i've been working on my map for about 5 weeks now. its looking rather decent in my opinion but its easy for me to scrutinize because i know of the flaws :( but there's a few things i need some help with. leave comments with your advice. please dont give me a redirect link to the manuals forr SDK. i've read them they just tell me basic info that i already know.

1. elvators
i have an elevator that is going to only open for the trader on the second floor. the doors are triggered to the shopvolume so those arent a problem. i also have other doors that close when you are supposed to start moving. my problem is that my elevator is a door mover. if you hit the trigger its supposed to move to key1. but it stays at key0. i've tried opening other map files for examples of elevators but it uses these lifts and i have no clue what they are. :/

2.trigger music
i have an underground bunker and i'd like to play some music when the player reaches it. i have a trigger music in place now, but when i play the map it plays nonstop and super loud! i said i'd fix it later so i set the sound to nothing and idk about volume. rebuilt and played. yet the sound countinued to play???

3. unwelding doors
set to 100 in-game i go to unweld it and i can brake it before i even run out of battery life. anyone know how to fix this? i've tried adjusting the door trigger and the door itself. maybe i missed something?

4.unplayable area
since this is my first beta, i want to save surprises for later. i have a door that leads to an outside area which i have yet to build. i moved the regular trigger inside a cubbyhole behind the door. i added a new trigger to the the door with the message saying it willl be available in beta 2. but in-game the message doesn't show. reason?

5.emitter effects
i know my dynamic lighting can't be fixed but it's not soo bad anymore. same for my black smoke emmiter. but now.... on my burning tractor, i have a small fire emitter and a smoke emitter. they show in sdk and with in-game view set. but when i build all and play they don't show :/. this is my first map and first time in sdk so i haven't figured out everything yet.
picone.jpg

pictwo.jpg



6. background music
i have succesfully added all my music to the level but the patty song is the same. i read that in order to change the patty song i was supposed to make it into the wave10 file but that doesn't work. heres what i got.


Code:
KF-music trigger
combat song(blank)--------> is this what i change for the patty level or
+wave based songs ...                                                 |
-wave based songs(enlarged)                                           |
+0 combat song(chosen) calm song(chosen)                              |
+1 combat song(chosen) calm song(chosen)                              |
+2 combat song(chosen) calm song(chosen)                              |
+3 combat song(chosen) calm song(chosen)                              |
+4 combat song(chosen) calm song(chosen)                              |
+5 combat song(chosen) calm song(chosen)                              |
+6 combat song(chosen) calm song(chosen)                              |
+7 combat song(chosen) calm song(chosen)                              |
+8 combat song(chosen) calm song(chosen)                              |
+9 combat song(chosen) calm song(chosen)                              |
+10 combat song(chosen) calm song(chosen)   <-----------------------this

7. i have the animation "injured soldier" in one of my rooms. he comes with default texture. i just applied a random skin and its ok it one dont focus on it but he doesnt have eyeballs and the skin is a little too big. does he have a texture in one of the default texture files? also i have a pair of "binocs" that are the same way.

thanks for all the help it is greatly appreciated and very well noted!
 
Last edited:

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
Emitters only show up with World Detail set to Normal or High, by default. If it's set to Low they are turned off. Either increase your World Detail setting or set the Emitter's Advanced -> bHighDetail to False in the editor.

bHighDetail=True means it won't show up on World Detail Low but only on Normal and High. bSuperHighDetail=True means it'll only show up with World Detail set to High but not on Normal or Low.
 

nath2009uk

FNG / Fresh Meat
May 25, 2009
1,368
174
0
England, UK
Emitters only show up with World Detail set to Normal or High, by default. If it's set to Low they are turned off. Either increase your World Detail setting or set the Emitter's Advanced -> bHighDetail to False in the editor.

bHighDetail=True means it won't show up on World Detail Low but only on Normal and High. bSuperHighDetail=True means it'll only show up with World Detail set to High but not on Normal or Low.

I don't think that's the problem, I've tried various emitters and they haven't showed up ingame. I can't remember what I did, but certain ones work and Certain ones don't.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
My bad, I thought you made your own starting from an empty Emitter. I have no idea about the intricacies of the ones that came with the game, read-to-use (or not, for that matter...).:(
 

crystaldragons

FNG / Fresh Meat
Jul 7, 2010
163
7
0
www.trevorsstuff.webs.com
yea i definately wont be making anything of my own unless its a map. im new to SDK. but i just have a really cool idea for an in-game idea i think requires coding, or triggers. which i'll have to read tuts on or have someone do them for me that has experience. :)