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Re: Location Editor (WIP)

Posted: Thu Mar 05, 2020 11:09 pm
by King of Worms
Lovely, thank you for the update, 3D scaling of objects will allow more creativity and variations :)

Re: Location Editor (WIP)

Posted: Thu Apr 16, 2020 2:21 pm
by King of Worms
If this could be extended for the ship interior, it would be great :)
I just did this captains cabin to get a hold of the editor a bit
Spoiler!
cabin.jpg
cabin.jpg (351.51 KiB) Viewed 2983 times

Re: Location Editor (WIP)

Posted: Thu Apr 16, 2020 4:07 pm
by pango
I hope the axes are correctly fastened to the wall ! :D

Re: Location Editor (WIP)

Posted: Thu Apr 16, 2020 6:45 pm
by Baler
Boat deco :o Yes Please!

Re: Location Editor (WIP)

Posted: Fri Apr 17, 2020 7:22 am
by King of Worms
Any idea why this location is not working? Its a never ending load screen...

Here is the save in the location and the modded location json as well (put it to WorldData) - just a random temple.
Location and save.rar
(241.3 KiB) Downloaded 164 times

Re: Location Editor (WIP)

Posted: Fri Apr 17, 2020 7:34 am
by BadLuckBurt
King of Worms wrote: Fri Apr 17, 2020 7:22 am Any idea why this location is not working? Its a never ending load screen...

Here is the save in the location and the modded location json as well (put it to WorldData) - just a random temple.

Location and save.rar
Seems to work fine for me: Image

Maybe check the output_log to see what's going on. I've tested this without any mods enabled.

Re: Location Editor (WIP)

Posted: Fri Apr 17, 2020 2:40 pm
by King of Worms
Thanks, well its the Handpainted models mod which was causing it.

Thats strange, because Models works no problem along with "taverns redone" which is basically the same as this attempt at "temples redone"

Not sure whats the reason behind it?

Re: Location Editor (WIP)

Posted: Fri Apr 17, 2020 5:23 pm
by BadLuckBurt
King of Worms wrote: Fri Apr 17, 2020 2:40 pm Thanks, well its the Handpainted models mod which was causing it.

Thats strange, because Models works no problem along with "taverns redone" which is basically the same as this attempt at "temples redone"

Not sure whats the reason behind it?
It's not the Handpainted Models:

Image

Did you check the log file?

Re: Location Editor (WIP)

Posted: Fri Apr 17, 2020 5:45 pm
by King of Worms
When I turn models OFF the location loads
When I turn models ON the load is stuck infinitely

But its can be that the 3d models interfere with some other mod in my setup?

I made a fresh log without the models where all went ok
And I made another new log with 3d models enabled and stuck load
LOG FILES:
Daggerfall Unity LOGS.rar
(15.32 KiB) Downloaded 160 times

Re: Location Editor (WIP)

Posted: Fri Apr 17, 2020 6:18 pm
by BadLuckBurt
King of Worms wrote: Fri Apr 17, 2020 5:45 pm When I turn models OFF the location loads
When I turn models ON the load is stuck infinitely

But its can be that the 3d models interfere with some other mod in my setup?

I made a fresh log without the models where all went ok
And I made another new log with 3d models enabled and stuck load

Daggerfall Unity LOGS.rar
There's an issue with the automap, I think I've seen this mentioned somewhere else and it may have been related to the Handpainted Models. Pango might be familiar with it but I'm not sure.

I wonder why I don't get the error though, if you feel like it, you could try removing all your mods and adding them one by one, starting with HPM and go from there to see where it breaks.

Code: Select all

ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[DaggerfallWorkshop.Game.Automap+AutomapGeometryBlockState+AutomapGeometryBlockElementState].get_Item (Int32 index) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.Automap.UpdateMeshRendererDungeonState (UnityEngine.MeshRenderer& meshRenderer, DaggerfallWorkshop.Game.AutomapDungeonState automapDungeonState, Int32 indexBlock, Int32 indexElement, Int32 indexModel, Boolean forceNotVisitedInThisRun) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.Automap.RestoreStateAutomapDungeon (Boolean forceNotVisitedInThisRun) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.Automap.InitWhenInInteriorOrDungeon (Nullable`1 door, Boolean initFromLoadingSave) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.Automap.OnLoadEvent (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x00000] in <filename unknown>:0 
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at (wrapper delegate-invoke) DaggerfallWorkshop.Game.Serialization.SaveLoadManager/OnStartLoadEventHandler:invoke_void__this___SaveData_v1 (DaggerfallWorkshop.Game.Serialization.SaveData_v1)
  at DaggerfallWorkshop.Game.Serialization.SaveLoadManager.RaiseOnLoadEvent (DaggerfallWorkshop.Game.Serialization.SaveData_v1 saveData) [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.Serialization.SaveLoadManager+<LoadGame>c__Iterator2.MoveNext () [0x00000] in <filename unknown>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0 
 
(Filename:  Line: -1)