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mdl and sprites of secondary wmb disappear in running level #412200
11/23/12 22:16
11/23/12 22:16
Joined: Apr 2008
Posts: 20
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cirus Offline OP
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I have this problem with wed: If I put another objects wmb in my main scene wmb I see in the editor views these secondaries wmb with their sprites and mdl objects, but, after builded simple map , when the scene run the mdl and sprites disappear... Why?

Re: mdl and sprites of secondary wmb disappear in running level [Re: cirus] #412201
11/23/12 22:35
11/23/12 22:35
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Posts: 4,225
Germany / Essen
Are those sprites and models in the same folder or are their folders included in the scipt?


Always learn from history, to be sure you make the same mistakes again...
Re: mdl and sprites of secondary wmb disappear in running level [Re: Uhrwerk] #412203
11/23/12 23:17
11/23/12 23:17
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Posts: 20
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cirus Offline OP
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thanks, they are in the same folder and I can see those in my editor wed.

Last edited by cirus; 11/23/12 23:19.
Re: mdl and sprites of secondary wmb disappear in running level [Re: cirus] #412204
11/23/12 23:20
11/23/12 23:20
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
Have you set map_subents to 1 before level loading?

http://www.conitec.net/beta/amap_subents.htm


Always learn from history, to be sure you make the same mistakes again...
Re: mdl and sprites of secondary wmb disappear in running level [Re: Uhrwerk] #412207
11/23/12 23:24
11/23/12 23:24
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cirus Offline OP
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No, which script can I edit?

Re: mdl and sprites of secondary wmb disappear in running level [Re: cirus] #412210
11/23/12 23:41
11/23/12 23:41
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cirus Offline OP
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I put map_subents=1; before loading my main level in main.c but it doesn't work.I don't know well script-C language, must I set any other thing? Thanks

Re: mdl and sprites of secondary wmb disappear in running level [Re: cirus] #412211
11/23/12 23:58
11/23/12 23:58
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Posts: 4,225
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No, that should be all. How do you run your script. From SED or from WED? If you're running from WED, make sure you have assigned your script to the level. It's under File -> Map Properties.


Always learn from history, to be sure you make the same mistakes again...
Re: mdl and sprites of secondary wmb disappear in running level [Re: Uhrwerk] #412212
11/24/12 00:11
11/24/12 00:11
Joined: Apr 2008
Posts: 20
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cirus Offline OP
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I'm running from wed ,in the map proprieties seems all ok (there is main.c).From main script:yhis is my main.c
"#include <acknex.h>
#include <default.c>
#include <mtlFX.c>
#include "t_shooter_player.h" // player's movement / camera code
#include "t_shooter_weapons.h" // player's weapons: pistol, machine gun with autofire and sniper gun, ammo packs, health pack, armor pack
#include "t_shooter_enemies.h" // player's enemies
#include "t_shooter_elevators.h" // elevators and platforms




/////////////////////////////////////////////////////////////////////////////////

var show_pointer = 1; // enables (1) or disables (0) the mouse pointer

/////////////////////////////////////////////////////////////////////////////////

STRING* rpg1_wmb = "cities.wmb";

/////////////////////////////////////////////////////////////////////////////////

ENTITY* sky =
{
type = "skycube+6.tga";
flags2 = SKY | CUBE | SHOW;
}

/////////////////////////////////////////////////////////////////////////////////

function main()
{
camera.arc = 90; // set camera.arc to a proper value for shooter games
fps_max = 75; // limit the frame rate to 75 fps (not really needed)
d3d_fogcolor1.red = 255; // set a white fog
d3d_fogcolor1.green = 255;
d3d_fogcolor1.blue = 255;
d3d_entsort = 6;
fog_color = 1;
camera.fog_start = 100;
camera.fog_end = 30000;
video_screen = 3; // start the game in full screen mode=1
video_mode = 8; // run at a 1024x768 pixels resolution on monitors with a 4/3 aspect ratio
map_subents = 1;
level_load (rpg1_wmb);
wait (3);
media_loop("che.mp3", NULL, 70); // start the soundtrack
}

action vegetation()
{
set(my, POLYGON);
my.ambient = 30;
}


action water()
{
var init_arc;
#ifdef mtlfx_c
fx_mirrorWater();
#endif
d3d_fogcolor4.red = 0;
d3d_fogcolor4.green = 10;
d3d_fogcolor4.blue = 155;
init_arc = camera.arc;
while (1)
{
if (camera.z < my.z) // the player is under the water?
{
fog_color = 4; // blue fog
camera.fog_start = 0;
camera.fog_end = 300 + 150 * sin(0.01 * total_frames);
camera.arc = init_arc + 4 * sin(0.01 * total_frames);
camera.roll = camera.roll + 0.02 * sin(0.02 * total_frames);
}
else
{
fog_color = 0;
camera.arc = init_arc;
camera.roll = 0;
}
wait (1);
}
}


THANs for your help

Re: mdl and sprites of secondary wmb disappear in running level [Re: cirus] #412213
11/24/12 00:40
11/24/12 00:40
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Posts: 4,225
Germany / Essen
That looks all fine for me. Could you please post the corresponding acklog.txt?


Always learn from history, to be sure you make the same mistakes again...
Re: mdl and sprites of secondary wmb disappear in running level [Re: Uhrwerk] #412225
11/24/12 08:37
11/24/12 08:37
Joined: Apr 2008
Posts: 20
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cirus Offline OP
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cirus  Offline OP
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Posts: 20
this is the main part of the acklog.txt

Mouse found
SB X-Fi Audio [EC00] opened
ATI Radeon HD 5700 Series pure T&L device 1ff9 detected
D3D device ATI Radeon HD 5700 Series 1ff9 selected.
ackAR.dll opened
acknet.dll opened
ackoal.dll opened
ackphysx.dll opened
ackwii.dll opened
Compiling MAIN.C - [Esc] to abort....
PATH C:\Program Files\GStudio8\templates\sounds\......... 0.293 sec
Running MAIN.C.
3 objects
Main started at 1.382
D3D_Init Screen: 1024x600
CD3DApplication::Initialize3DEnvironment,569,m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal(), DeviceType, m_hWndFocus, behaviorFlags, &m_d3dpp, &m_pd3dDevice ): D3DERR_INVALIDCALL
CD3DApplication::Create,182,Initialize3DEnvironment(): D3DERR_INVALIDCALL
DXFrame::Init,464,Create(NULL): D3DERR_INVALIDCALL failed
D3D_Init Screen: 1024x768
Backbuffer: 1024x768 -> Screen: 1x1024x768x32
Video memory found: 1132 MB
LevelInit at 1.677
LevelLoad at 1.677
5 entities 0 cameras 0 lights 0 sounds 0 paths
1 lmaps 3 textures 11 meshes 11 submeshes 792 faces
CollisionInit at 1.688
ObjForModel at 1.691...ok
LevelReady at 1.714
def_startup started
gun_startup started
Main loop at 1.715..ok....
1st frame with 1132 MB. at 1.785
HEADRELATIVE sound: 1
Normal exit at 37.134
Close level,DLL,objects
Free input,funcs,panels,defs,syns,views,strings,vars..ok
Free sounds,bmaps,fonts,hash,defs1,script..ok
Close dx,multimedia,D3D,engine,nexus..ok




thanks

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