SergeantFriend said:worked?
N0body said:If anyone wants / needs it, I made a sceneing tutorial that has helped some players (It's a W.IP)
http://rccclan.com/tutorials/article/4-full-mapping-tutorial/
Vornnes one has alot in it, this one just helps with some of the general stuff.
Don't know if anyone we find it useful. but meh
Faewulf said:N0body said:If anyone wants / needs it, I made a sceneing tutorial that has helped some players (It's a W.IP)
http://rccclan.com/tutorials/article/4-full-mapping-tutorial/
Vornnes one has alot in it, this one just helps with some of the general stuff.
Don't know if anyone we find it useful. but meh
In the part about making a blank map, it says you should rename a file named scn_multi_scene_1.sco, though the only file I can find in SceneObj is named snc_scene_1.sco
It uses the same game engine code as "Host a Game", but the module system "mission template" is different - which shouldn't affect edit mode. I had plenty of crashes while making the test scene, and I noticed that the memory usage would slowly increase over time, particularly when editing the terrain rather than the scene props; so I would watch the memory usage until it got quite high then save and restart the whole game, which seemed to make crashes less likely. I recommend riding to the area you want to edit on the test horse, go into edit mode, make one conceptual change, save and go back to controlling your character, then repeat; this way you won't lose much work if it crashes, and it should be easy to remember what needs to be redone.Comrade Temuzu said:Is the Edit mode the same thing as hosting your own game in Native? Because I have never had so many crashes when placing items outside of the borders as in here. If I accidentally even more a prop outside of the borders now, the game crashes. Sometimes it crashes on random, making minutes of work useless.
You must always use the same terrain code that the new scene was generated with - when you deleted or moved away the .sco file, then opened it in edit mode and warband generated a blank scene from the terrain code. I think that warband uses the generated terrain as the base then only stores the changes made, rather than storing the height of every bit of ground; so this means that you should try generate terrain as close as possible to what you think the finished shape will be, to make the scene file smaller and possibly faster to load.NOVICIUS said:How editor count/remember terrain code?
1.On the base of default one(first one set for the scene)?
Sorry, I don't understand what you mean by that: if you were asking me something, you need to be more detailed. All scene codes (the long number in the scenes.txt file) are the same length, and I can't see what change logs have got to do with it.NOVICIUS said:I am sure you are right as there is simply not enough numbers in basic code (or maybe I am nob ). If you know where can I find change log for the code maybe it will help in future.
Just upload the scene to the server (not necessary if you are using the PW testing setup from your client warband installation) then restart the server and reconnect with your client. If you start the server then change the scene while it is still running, clients will connect and download the latest version but the server will still be running the scene it started with, meaning the joining clients are stuck in an endless downloading loop.Pushkin_The_Poor said:Also, for the dedicated server, how do you update the map?
I was testing a map and it seemed to be updating with the changes i made automatically, but now, it doesn't update to include any changes to the map.