ZylonBane on 16/3/2014 at 17:24
If you read the post Ricebug was responding to, it's clear Apiai is only using that mission as an example of missions that produce that error message. He's looking for general-purpose advice on correcting it.
Reading is fun, people.
Apiai on 3/6/2014 at 18:22
Hi again,
I got a problem to convert "Lord Alan's Fortress" in 32bits.
When I open the mission in Dromed, I see only objects and lights, I can't see blue terrain, neither grey rooms neither purple flow. (It's the same thing when I open the OM)
I've found that on a dromed faq :
"When I open the original missions, why can't I see all the brushes ?
To save space, the original missions were stripped of unnecessary data such as terrain and room brushes."
The author of Alan's Fortress would have done the same thing ?
I don't understand how is it possible to delete terrain data in the mis file ?
How the engine know what terrain to build ?
Does it mean I can't convert the FM, unless I have 'original' .mis file ?
voodoo47 on 3/6/2014 at 18:30
it depends on what do you want to do - if the enhanced lighting is all you are after, you can relight the mission even if it's stripped, just open the build dialog, deselect world rep, rooms, pathfinding and brush filtering (also keep lightmapped water disabled), leave just lighting, set shadow type to terrain+objects, select the softness/quality, relight, save mission, done.
Ricebug on 3/6/2014 at 21:31
Assuming you're using the default window setup for Dromed, right-click in the upper left window and select Solid World. The other 3 windows will remain in wireframe. And, yes, it looks like the author stripped the mission. Just follow v47's advice.
Be advised that converting the lighting on some missions may affect how they look.
You may also want to go to Editors/Mission Parameters/Rendering Parameters and check Sunlight, Quad + Objcast Shadows in order to get some better shadows. Nameless Voice has a sunlight calculator where you can get accurate directional shadows from your moon or sun. (I can't find a link but can upload it if you want.)
ZylonBane on 3/6/2014 at 21:51
Quote Posted by Ricebug
You may also want to go to
Editors/Mission Parameters/Rendering Parameters and check
Sunlight, Quad + Objcast Shadows in order to get some better shadows.
What? All the shadow rendering options are under the new Build dialog.
Ricebug on 4/6/2014 at 00:17
Not for sunlight.
Apiai on 6/6/2014 at 17:34
Thanks voodoo47, I've succeeded in converting "Lord Alan's Fortress". (except for light mapped water)
Ricebug, do I have to use Sunlight options with all FMs ? Or just Fms that use Sunlight ?
Ricebug on 6/6/2014 at 18:59
Quote Posted by Apiai
Do I have to use Sunlight options with all FMs ? Or just Fms that use Sunlight ?
No. To remain with the artist's intent, just light render the map as voodoo47 suggested. If the artist checked Sunlight and sun positioning, it will be included and you don't have to worry about it.
Apiai on 9/8/2015 at 17:25
I'd like to set DromEd to use external directories.
My Thief2 is installed in C:\dark2 and my DromEd is installed in C:\DromEd
When I load an FM installed in DromEd, textures and objects unique to the FM did not load.
I would like to set DromEd to take into account the directory C:\dark2\fam + C:\dark2\mesh + C:\dark2\obj
Originally my darkinst.cfg DromEd file contains : resname_base C:\dark2\RES
Here it works well, although DromEd uses resources in a directory other than his own.
I tried to add three external directories:
resname_base C:\dark2\RES+C:\dark2\fam+C:\dark2\mesh+C:\dark2\obj
But it does not work ...
I also try unsuccessfully to add the 3 reps in cam_mod.ini:
mod_path C:\dark2\fam+C:\dark2\mesh+C:\dark2\obj
Not work either ...
Does anyone have any idea how to set properly ?
(My current workaround is to copy C:\dark2\fam in C:\DromEd\fam and so on, but I'd like to do that without having to copy the files to each FM I wanna convert into 32bits lighting)
voodoo47 on 9/8/2015 at 17:48
just like you can use FMselect to play the FM, you can use it to load the FM into Dromed, and without messing around with resource paths.