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View Full Version : Solutions : Non-uniform scale .ass error and corrupt scenarios in Sapien



teh lag
July 12th, 2007, 09:20 PM
I've noticed a fair amount of people getting these and not knowing what to do, so I thought it would be nice if there was a thread with the solution.

To solve the scale error:

1. Select the objects that the exporter is saying have bad scaling.
2. Go to the "Utilities" tab. (It's the one with the hammer.)
3. Select "Reset XForm."
4. Press "reset selected."
5. Convert the objects to editable mesh (or poly, but mesh exports better, and you can always convert to poly again if you want to continue modeling.

Note : this WILL nuke instancing. If you wish to preserve instancing, you must select each object individually and collapse the XForm modifyer. Do NOT do collapse all, but rather collapse to, or the instancing will be nuked as well. There are also some issues with mirrored over instances - they may or may not function right afterwards, (some of mine were turned inside out and caused physics glitches ingame) so be prepared to recopy them without using mirrors if they are somehow damaged.



To solve the corrupt scenario error : (NOTE that this is only sometimes the case, and if this does not work you should seek other causes for the problem.)

1. First, you should ALWAYS do both BSP compiling and lightmaps on the first compile of a level - the helpfile lies to you. This MUST be done, or sapien says the scenario is corrupt.

2. If that does not work, open up your .scenario in Guerilla, and go to the Structure BSPs section.

3. Point the "Structure Lightmap" feild to either

A. A lightmap tag in your scenario's folder. If there is not one, point it to
B. The one in scenarios\multi\example, which will allow you to open your map until you make proper lighting for it.
I hope this helps.

spookers622
July 12th, 2007, 09:40 PM
actually, what i found also helps is compiling THEN lighting (this was lighting with checkerboard, i'm not sure if that makes a difference)

teh lag
July 12th, 2007, 09:41 PM
Ah, thank you. Updated with that information.