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sparkhead95

"object Has Wrong Flags"? Navmesh Won't Recognise My Floor?

7 posts in this topic

Hi there,

I just wrote out a huge explanation and my pc switched off so I lost it all  :angry: therefore I'm going to make this as brief as I can.

 

The first two issues will be addressing the below screenshot:

http://gyazo.com/ff00038e1d80560bee0c86328c1f0b7a

 

1) The blood objects I've placed on my maps (only 3 at this point) are throwing this error "object has wrong flags" and I'm not sure why/how to fix it. They still show up on the map fine, but validator doesn't like them.

2) In my spawn box, I've specified more than 1 zombie to be in it, however it assumes "dialogue speaker" is set to something. It is not: 

http://gyazo.com/dce6fe66ee8b5da55122a81b6912a131

 

3) This is a big one. My navmesh will not build on parts of my map. I have reason to believe that this is because said parts of the map are below the water that USED to be there (I deleted the water, but the debris that floats on top of water (e.g grass) remains. Also, when in the dev tools, when working on the part of the map (below where the water used to be), if I go up (above where the water used to be), I will get the watery effect on the camera. 
The whole floating debris issue isn't my problem here; I dont mind about that. I just want a navmesh so that my zombies will function properly.

Thanks for your help in advance, and i'm sorry if I didn't explain this very well. If you have any questions please let me know, I'd like to get this fixed. I can also offer more screenshots if needed.

Sparkhead.

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1) The blood objects I've placed on my maps (only 3 at this point) are throwing this error "object has wrong flags" and I'm not sure why/how to fix it. They still show up on the map fine, but validator doesn't like them.

 

In Attributes window for this meshes go to Object tab and uncheck Physics collisions, Raytrace collisions, FX particle collisions, check NavMesh Transparent and Change Shadowsmaps from 3 to none.

 

2) In my spawn box, I've specified more than 1 zombie to be in it, however it assumes "dialogue speaker" is set to something. It is not: 

http://gyazo.com/dce6fe66ee8b5da55122a81b6912a131

 

Not worry about this. DialogSpeaker is usefull when ou want play some chatter by enemies.

 

3) This is a big one. My navmesh will not build on parts of my map. I have reason to believe that this is because said parts of the map are below the water that USED to be there (I deleted the water, but the debris that floats on top of water (e.g grass) remains.

 

Go to Optimization menu and select Show Objects Grid. Check wheather your whole map is inside this grid. If not - select map at very top of Objects window, next go to Attributes window and tweak grid using values in Objects grid size section in Edit Terrain tab.

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In Attributes window for this meshes go to Object tab and uncheck Physics collisions, Raytrace collisions, FX particle collisions, check NavMesh Transparent and Change Shadowsmaps from 3 to none.

 

 

Not worry about this. DialogSpeaker is usefull when ou want play some chatter by enemies.

 

 

Go to Optimization menu and select Show Objects Grid. Check wheather your whole map is inside this grid. If not - select map at very top of Objects window, next go to Attributes window and tweak grid using values in Objects grid size section in Edit Terrain tab.

Thanks,

The first to issues are solved, however the whole map is inside the grid.

 

I think the dev tools might think the water is still there. This would explain why there can be no nav mash below water level, right? 

There is no water anywhere on the map, however if I go from below where the water used to be, like this:

http://gyazo.com/a5245ea17cd62c708a10745430ea68fe

 

And then go above the water, like this: 

http://gyazo.com/16f745b521e1cecfdd3e2973c4cd2b16

 

You can see it thinks there was water still there.

 

Also, here's an example of the floating debris that would usually be on water but still remains: 

http://gyazo.com/c689139114d9653e0155920bcd154d6b

 

Thanks,

Sparkhead

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Maybe you have hided water by filters?

 

Nope, they are visible. I guess i'll wait for an update and hope it fixes it  :wacko: 

Thanks for your help though.

 

One last thing: my lights are functional in my dev tools:

http://gyazo.com/b39d914e3c0431571375974dde311200

 

But in the game they are non existent: 

http://gyazo.com/6a4940ca59a27df67a4b8f7b28cd9192

 

Any ideas what the problem is?

Edited by sparkhead95

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Hi, did you made your lamps as explained

In this tutorial ?

 

Make sure you attached the child =dynamic light object to one lamp with the LampDI class in object attributes.

Sometimes when you generate EnvProbes

Or create group selections,

The Dynamic lights move to another location

Or they disappear ingame.

I had this issue but things became worse

When lights moved in the editor.

So if you lights moved,

Check in your object list if they still there

Then delete them and add new ones and link

Them to LampDI as shown in the tutorial.

If your lights still in the editor,

Try the trick i explained with one light to see

If things get better.

Edited by cr1m3

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Hi, did you made your lamps as explained

In this tutorial ?

 

Make sure you attached the child =dynamic light object to one lamp with the LampDI class in object attributes.

Sometimes when you generate EnvProbes

Or create group selections,

The Dynamic lights move to another location

Or they disappear ingame.

I had this issue but things became worse

When lights moved in the editor.

So if you lights moved,

Check in your object list if they still there

Then delete them and add new ones and link

Them to LampDI as shown in the tutorial.

If your lights still in the editor,

Try the trick i explained with one light to see

If things get better.

 

Thanks friend, I just restarted the Dev Tools and it was fixed, must have been a bug.

Thanks!

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